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  • C#: Get a list of every value for a given key in a set of dictionaries?

    - by Rosarch
    How can I write this code more cleanly/concisely? /// <summary> /// Creates a set of valid URIs. /// </summary> /// <param name="levelVariantURIDicts">A collection of dictionaries of the form: /// dict["filePath"] == theFilePath </param> /// <returns></returns> private ICollection<string> URIsOfDicts(ICollection<IDictionary<string, string>> levelVariantURIDicts) { ICollection<string> result = new HashSet<string>(); foreach (IDictionary<string, string> dict in levelVariantURIDicts) { result.Add(dict["filePath"]); } return result; }

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  • why those chinese indent code so differently?

    - by winston
    currently i am working with some programmer from shanghai i notice they have some coding indentation like these: if(1==1 && 2==2) { a = 3; } else { b = 4; } however i am accustomed to: if (1==1 && 2==2) { a = 3; } else { b = 4; } what do you think? how could i get rid of different coding styles within a single program file?

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  • Initialization of components with interdependencies - possible antipattern?

    - by Rosarch
    I'm writing a game that has many components. Many of these are dependent upon one another. When creating them, I often get into catch-22 situations like "WorldState's constructor requires a PathPlanner, but PathPlanner's constructor requires WorldState." Originally, this was less of a problem, because references to everything needed were kept around in GameEngine, and GameEngine was passed around to everything. But I didn't like the feel of that, because it felt like we were giving too much access to different components, making it harder to enforce boundaries. Here is the problematic code: /// <summary> /// Constructor to create a new instance of our game. /// </summary> public GameEngine() { graphics = new GraphicsDeviceManager(this); Components.Add(new GamerServicesComponent(this)); //Sets dimensions of the game window graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; graphics.ApplyChanges(); IsMouseVisible = true; screenManager = new ScreenManager(this); //Adds ScreenManager as a component, making all of its calls done automatically Components.Add(screenManager); // Tell the program to load all files relative to the "Content" directory. Assets = new CachedContentLoader(this, "Content"); inputReader = new UserInputReader(Constants.DEFAULT_KEY_MAPPING); collisionRecorder = new CollisionRecorder(); WorldState = new WorldState(new ReadWriteXML(), Constants.CONFIG_URI, this, contactReporter); worldQueryUtils = new WorldQueryUtils(worldQuery, WorldState.PhysicsWorld); ContactReporter contactReporter = new ContactReporter(collisionRecorder, worldQuery, worldQueryUtils); gameObjectManager = new GameObjectManager(WorldState, assets, inputReader, pathPlanner); worldQuery = new DefaultWorldQueryEngine(collisionRecorder, gameObjectManager.Controllers); gameObjectManager.WorldQueryEngine = worldQuery; pathPlanner = new PathPlanner(this, worldQueryUtils, WorldQuery); gameObjectManager.PathPlanner = pathPlanner; combatEngine = new CombatEngine(worldQuery, new Random()); } Here is an excerpt of the above that's problematic: gameObjectManager = new GameObjectManager(WorldState, assets, inputReader, pathPlanner); worldQuery = new DefaultWorldQueryEngine(collisionRecorder, gameObjectManager.Controllers); gameObjectManager.WorldQueryEngine = worldQuery; I hope that no one ever forgets that setting of gameObjectManager.WorldQueryEngine, or else it will fail. Here is the problem: gameObjectManager needs a WorldQuery, and WorldQuery needs a property of gameObjectManager. What can I do about this? Have I found an anti-pattern?

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  • Dijkstra's Algorithm explanation java

    - by alchemey89
    Hi, I have found an implementation for dijkstras algorithm on the internet and was wondering if someone could help me understand how the code works. Many thanks private int nr_points=0; private int[][]Cost; private int []mask; private void dijkstraTSP() { if(nr_points==0)return; //algorithm=new String("Dijkstra"); nod1=new Vector(); nod2=new Vector(); weight=new Vector(); mask=new int[nr_points]; //initialise mask with zeros (mask[x]=1 means the vertex is marked as used) for(int i=0;i<nr_points;i++)mask[i]=0; //Dijkstra: int []dd=new int[nr_points]; int []pre=new int[nr_points]; int []path=new int[nr_points+1]; int init_vert=0,pos_in_path=0,new_vert=0; //initialise the vectors for(int i=0;i<nr_points;i++) { dd[i]=Cost[init_vert][i]; pre[i]=init_vert; path[i]=-1; } pre[init_vert]=0; path[0]=init_vert; pos_in_path++; mask[init_vert]=1; for(int k=0;k<nr_points-1;k++) { //find min. cost in dd for(int j=0;j<nr_points;j++) if(dd[j]!=0 && mask[j]==0){new_vert=j; break;} for(int j=0;j<nr_points;j++) if(dd[j]<dd[new_vert] && mask[j]==0 && dd[j]!=0)new_vert=j; mask[new_vert]=1; path[pos_in_path]=new_vert; pos_in_path++; for(int j=0;j<nr_points;j++) { if(mask[j]==0) { if(dd[j]>dd[new_vert]+Cost[new_vert][j]) { dd[j]=dd[new_vert]+Cost[new_vert][j]; } } } } //Close the cycle path[nr_points]=init_vert; //Save the solution in 3 vectors (for graphical purposes) for(int i=0;i<nr_points;i++) { nod1.addElement(path[i]); nod2.addElement(path[i+1]); weight.addElement(Cost[path[i]][path[i+1]]); } }

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  • Should I catch exceptions thrown when closing java.sql.Connection

    - by jb
    Connection.close() may throw SqlException, but I have always assumed that it is safe to ignore any such exceptions (and I have never seen code that does not ignore them). Normally I would write: try{ connection.close(); }catch(Exception e) {} Or try{ connection.close(); }catch(Exception e) { logger.log(e.getMessage(), e); } The question is: Is it bad practice (and has anyone had problems when ignoring such exeptions). When Connection.close() does throw any exception. If it is bad how should I handle the exception. Comment: I know that discarding exceptions is evil, but I'm reffering only to exceptions thrown when closing a connection (and as I've seen this is fairly common in this case). Does anyone know when Connection.close() may throw anything?

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  • Does malloc() allocate a contiguous block of memory?

    - by user66854
    I have a piece of code written by a very old school programmer :-) . it goes something like this typedef struct ts_request { ts_request_buffer_header_def header; char package[1]; } ts_request_def; ts_request_buffer_def* request_buffer = malloc(sizeof(ts_request_def) + (2 * 1024 * 1024)); the programmer basically is working on a buffer overflow concept. I know the code looks dodgy. so my questions are: Does malloc always allocate contiguous block of memory ?. because in this code if the blocks are not contiguous , the code will fail big time Doing free(request_buffer) , will it free all the bytes allocated by malloc i.e sizeof(ts_request_def) + (2 * 1024 * 1024), or only the bytes of the size of the structure sizeof(ts_request_def) Do you see any evident problems with this approach , i need to discuss this with my boss and would like to point out any loopholes with this approach

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  • Foolishness Check: PHP Class finds Class file but not Class in the file.

    - by Daniel Bingham
    I'm at a loss here. I've defined an abstract superclass in one file and a subclass in another. I have required the super-classes file and the stack trace reports to find an include it. However, it then returns an error when it hits the 'extends' line: Fatal error: Class 'HTMLBuilder' not found in View/Markup/HTML/HTML4.01/HTML4_01Builder.php on line 7. I had this working with another class tree that uses factories a moment ago. I just added the builder layer in between the factories and the consumer. The factory layer looked almost exactly the same in terms of includes and dependencies. So that makes me think I must have done something silly that's causes the HTMLBuilder.php file to not be included correctly or interpreted correctly or some such. Here's the full stack trace (paths slightly altered): # Time Memory Function Location 1 0.0001 53904 {main}( ) ../index.php:0 2 0.0002 67600 require_once( 'View/Page.php' ) ../index.php:3 3 0.0003 75444 require_once( 'View/Sections/SectionFactory.php' ) ../Page.php:4 4 0.0003 81152 require_once( 'View/Sections/HTML/HTMLSectionFactory.php' ) ../SectionFactory.php:3 5 0.0004 92108 require_once( 'View/Sections/HTML/HTMLTitlebarSection.php' ) ../HTMLSectionFactory.php:5 6 0.0005 99716 require_once( 'View/Markup/HTML/HTMLBuilder.php' ) ../HTMLTitlebarSection.php:3 7 0.0005 103580 require_once( 'View/Markup/MarkupBuilder.php' ) ../HTMLBuilder.php:3 8 0.0006 124120 require_once( 'View/Markup/HTML/HTML4.01/HTML4_01Builder.php' ) ../MarkupBuilder.php:3 Here's the code in question: Parent class (View/Markup/HTML/HTMLBuilder.php): <?php require_once('View/Markup/MarkupBuilder.php'); abstract class HTMLBuilder extends MarkupBuilder { public abstract function getLink($text, $href); public abstract function getImage($src, $alt); public abstract function getDivision($id, array $classes=NULL, array $children=NULL); public abstract function getParagraph($text, array $classes=NULL, $id=NULL); } ?> Child Class, (View/Markup/HTML/HTML4.01/HTML4_01Builder.php): <?php require_once('HTML4_01Factory.php'); require_once('View/Markup/HTML/HTMLBuilder.php'); class HTML4_01Builder extends HTMLBuilder { private $factory; public function __construct() { $this->factory = new HTML4_01Factory(); } public function getLink($href, $text) { $link = $this->factory->getA(); $link->addAttribute('href', $href); $link->addChild($this->factory->getText($text)); return $link; } public function getImage($src, $alt) { $image = $this->factory->getImg(); $image->addAttribute('src', $src); $image->addAttribute('alt', $alt); return $image; } public function getDivision($id, array $classes=NULL, array $children=NULL) { $div = $this->factory->getDiv(); $div->setID($id); if(!empty($classes)) { $div->addClasses($classes); } if(!empty($children)) { $div->addChildren($children); } return $div; } public function getParagraph($text, array $classes=NULL, $id=NULL) { $p = $this->factory->getP(); $p->addChild($this->factory->getText($text)); if(!empty($classes)) { $p->addClasses($classes); } if(!empty($id)) { $p->setID($id); } return $p; } } ?> I would appreciate any and all ideas. I'm at a complete loss here as to what is going wrong. I'm sure it's something stupid I just can't see...

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  • How do I know if I'm being truly clever and not just "clever"?

    - by Covar
    If there's one thing I've learned from programming is that there are clever solutions to problems, and then there are "clever" solutions to problems. One is an intelligent solution to a difficult problem that results in improved efficiency and a better way to to do something and the other will wind up on The Daily WTF, and result in headaches and pain for anyone else involved. My question is how do you distinguish between one and the other? How do you figure out if you've over thought the solution? How do you stop yourself from throwing away truly clever solutions, thinking they were "clever"?

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  • An algo for generating code callgraphs

    - by Shrey
    I am working on a project which requires generating some metrices of a code (it can be C/C++/Java/Python). One of the metrices can be that I create a callgraph after parsing the code entered (the programs are expected to be small - probably under 1000L). As of now, I am looking for a way to create a program (it can be C/Python) which can take as input a file (C/C++/Python/Java) and then create a textual output containing approximate calling sequence as well as tokens in the code file. As of now, I have looked at some other tools which do the same thing - like splint, pylint, codeviz etc. So, I have two ways of solving my problem: Read and understand the algorithm these tools use (tokenization-graph generation etc) Or, have a basic algo (something like very high level steps) and then sit down to create each of them as I want them to be. I know, re-inventing the wheel is not a good idea, but, I would still like to give option (2) a shot. Only issue is, currently I am a blank. My question: Does any one have any knowhow about how to create code graphs? Any hints as to what I should do? Any top levels steps which I can follow? Thanks a lot.

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  • Are there any code critique sites or similar resources?

    - by Ukko
    I have noticed when people post example code illustrating some issue that they are having often they will gather a number of comments addressing the quality of the code they presented and not the actual problem asked. This is very helpful--if not well directed. Often, this is wasted effort since the asker is often not receptive and the code is often chopped down to something small to post leaving lots of rough edges. In the old days you would see people asking questions like this on comp.lang.lisp and other parts of the comp.lang hierarchy. But that bit of the net kind of sank into the sewers of neglect. Is there a comparable one-stop-shop today? I am partially asking for selfish reasons, I know how to write good idiomatic C, Lisp, O'Caml, and Java code. But I learned C++ pre-template and STL, those rusty skills are not really applicable to today's C++. I have picked up languages like Scala in a vacuum and get by, but am I really doing it correctly? There are so many ways you can abuse a language, I am currently working against a codebase of Fortran written in C, and I recognize and loathe the "that guy" who wrote it. I don't want to be someone else's "that guy" if I can help it. Just because it works does not mean that one did not totally miss the boat on how it should have been done. Do you seek out this type of critique? If so how, where and why? What types of benefits do you derive from it? How about abuse and trolls?

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  • Optimization in Common Decalaration

    - by Pratik
    Its a 3-tier ASP.NET Website Project In Data Layer there is class "Common Decalaration" in which lot of common things are mentioned. Something this way : public class CommonDeclartion { #region Common Messages public const string RECORD_INSERT_MSG = "Record Inserted Successfully "; public const string RECORD_UPDATE_MSG = "Record Updated Successfully"; public const string RECORD_DELETE_MSG = "Record Deleted Successfully"; public const string ERROR_MSG = "Error Ocuured while Perfoming This Action."; public const string UserID_Incorrect = "Please Enter The Correct User ID."; public const string RECORD_ALREADY_EXIT = "Record Already Exit"; public const string NO_RECORD = "No Record found."; #endregion } Can this be more optimized in terms of : 1.Perfomance 2.Security(if any) 3.Code Readablity or Reusablity I thought of using enum but can't figure that out : enum CommonMessages { RECORD_INSERT_MSG "Record Inserted Successfully.", RECORD_UPDATE_MSG "Record Updated Successfully.", RECORD_DELETE_MSG "Record Deleted Successfully.", ERROR_MSG "Error Ocuured while Perfoming This Action.", UserID_Incorrect "Please Enter The Correct User ID.", RECORD_ALREADY_EXIT "Record Already Exit.", NO_RECORD "No Record found.", } or else should keep them in some collections like dictionary/NameValueCollection or so or i have to keep them in XML in form of key/value pair and reterive from it ? What can be better way keeping in mind 1.Perfomance 2.Security(if any) 3.Code Readablity or Reusablity

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  • C# -Fluent interface implementation Help

    - by nettguy
    I am implementing the following piece of code using Fluent Interface design in C# 3.0. The code is working fine. public interface ITrainable { ITrainable AddSkill(string _skill); } public interface ISearchSkill { ISearchSkill SearchSkill(SoftwareEngineer emp,string[] _skills); } public abstract class Person { public Person(){} protected string Name { get; set; } } public class SoftwareEngineer:Person,ITrainable { protected internal List<string> skillSet { get; set; } public SoftwareEngineer() { } public SoftwareEngineer(string name) { Name=name; skillSet = new List<string>(); } public ITrainable AddSkill(string _skill) { skillSet.Add(_skill); return this; } } public class HRExecutive :Person,ISearchSkill { SoftwareEngineer _employee; public HRExecutive() { _employee=new SoftwareEngineer(); } public ISearchSkill SearchSkill(SoftwareEngineer _employee,string[] skills) { this._employee= _employee; foreach (string _skill in skills) { if (_employee.skillSet.Contains(_skill)) { Console.WriteLine(Name + " is trained on " + _skill); } else { Console.WriteLine(Name + " is not trained on " + _skill); } } return this; } } Execution SoftwareEngineer emp1 = new SoftwareEngineer("JonSkeet"); emp1.AddSkill("java").AddSkill("C#").AddSkill("F#"); HRExecutive hr = new HRExecutive(); hr.SearchSkill(emp1, new string[] { "java", "C#" }). SearchSkill(emp1, new string[] { "Oracle", "F#" }); Question : I don't want the skillSet of SoftwareEngineer being accessed by some XXX class.It could be accessed by limited classes.But protected internal List<string> skillSet { get; set; } is the only option (i think) i can declare in order to access the skillSet from HRExecutive.If i do so other XXX class can still access it. How to rewrite the code to prevent it?

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  • How should I organize my C# classes? [closed]

    - by oscar.fimbres
    I'm creating an email generator system. I'm creating some clases and I'm trying to make things right. By the time, I have created 5 classes. Look at the class diagram: I'm going to explain you each one. Person. It's not a big deal. Just have two constructors: Person(fname, lname1, lname2) and Person(token, fname, lname1, lname2). Note that email property stays without value. StringGenerator. This is a static class and it has only a public function: Generate. The function receives a Person class and it will return a list of patterns for the email. MySql. It contains all the necessary to connect to a database. Database. This class inherits from MySql class. It has particular functions for the database. This gets all the registries from a table (function GetPeople) and return a List. Each person from the list contains all data except Email. Also it can add records (List but this must contains an available email). An available email is when an email doesn't have another person. For that reason, I have a method named ExistsEmail. Container. This is the class which is causing me some problems. It's like a temporary container. It supposed to have a people list from GetPeople (in Database class) and for each person it adds, it must generate a list of possible names (StringGenerator.Generate), then it selects one of the list and it must check out if exists in the database or in the same container. As I told above this is temporal, it may none of the possible emails is available. So the user can modify or enter a custom email available and update the list in this container. When all the email's people are available, it sends a list to add in the database, It must have a Flush method, to insert all the people in the database. I'm trying to design correct class. I need a little help to improve or edite the classes, because I want to separate the logic and visual, and learn of you. I hope you've been able to understand me. Any question or doubt, please let me know. Anyway, I attached the solution here to better understand it: http://www.megaupload.com/?d=D94FH8GZ

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  • Details to log when starting an application

    - by Karl
    To help support and anyone who may use one of my applications I tend to log a few things during the application startup. Currently I log: Start Time App Name App Author App Version App Classpath Current working directory Java vendor Java version Max heap size Taking into consideration this application may be used / supported by a whole host of people can anyone think of any other vital details which we / others should log for good practice?

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  • Using TXMLDocument to serialize form settings to XML and database.

    - by LukLed
    I have an interface: type IXMLSerializable = interface function SaveToXML : DOMString; function SaveToXMLDocument : IXMLDocument; procedure LoadFromXML(AXML : DOMString); end; It is used to serialize some settings of forms or frames to xml. Simple implementation: SaveToXMLDocument: function TSomething.SaveToXMLDocument: IXMLDocument; begin Result := TXMLDocument.Create(nil); with Result do begin Active := True; with AddChild(Self.Name) do begin AddChild(edSomeTextBox.Name).Attributes['Text'] := edSomeTextBox.Text; end; end; Result := XMLDoc; end; LoadFromXML: procedure TSomething.LoadFromXML(AXML: DOMString); var XMLDoc : IXMLDocument; I : Integer; begin XMLDoc := TXMLDocument.Create(nil); with XMLDoc do begin LoadFromXML(AXML); Active := True; with ChildNodes[0] do begin for I := 0 to ChildNodes.Count-1 do begin If ChildNodes[I].NodeName = 'edSomeTextBox' then edSomeTextBox.Text := ChildNodes[I].Attributes['Text']; end; end; end; end; SaveToXML: function TSomething.SaveToXML: DOMString; begin SaveToXMLDocument.SaveToXML(Result); end; DOMString result of SaveToXML is saved to database to blob field. I had some encoding issues with other implementations and this one works fine (right now). Do you see any dangers in this code? Can I have issues with different settings on various machines and systems?

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  • LINQ to SQL: NOTing a prebuilt expression

    - by ck
    I'm building a library of functions for one of my core L2S classes, all of which return a bool to allow checking for certain situations. Example: Expression<Func<Account, bool>> IsSomethingX = a => a.AccountSupplementary != null && a.AccountSupplementary.SomethingXFlag != null && a.AccountSupplementary.SomethingXFlag.Value; Now to query where this is not true, I CAN'T do this: var myAccounts= context.Accounts .Where(!IsSomethingX); // does not compile However, using the syntax from the PredicateBuilder class, I've come up with this: public static IQueryable<T> WhereNot<T>(this IQueryable<T> items, Expression<Func<T, bool>> expr1) { var invokedExpr = Expression.Invoke(expr1, expr1.Parameters.Cast<Expression>()); return items.Where(Expression.Lambda<Func<T, bool>> (Expression.Not(invokedExpr), expr1.Parameters)); } var myAccounts= context.Accounts .WhereNot(IsSomethingX); // does compile which actually produces the correct SQL. Does this look like a good solution, and is there anything I need to be aware of that might cause me problems in future?

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  • lambda vs. operator.attrGetter('xxx') as sort key in Python

    - by Paul McGuire
    I am looking at some code that has a lot of sort calls using comparison functions, and it seems like it should be using key functions. If you were to change seq.sort(lambda x,y: cmp(x.xxx, y.xxx)), which is preferable: seq.sort(key=operator.attrgetter('xxx')) or: seq.sort(key=lambda a:a.xxx) I would also be interested in comments on the merits of making changes to existing code that works.

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  • A tool for finding duplicate code in PHP

    - by Toby
    Are there any tools available that can scan multiple .php files and report back duplicated lines/chunks of code? It doesn't have to be really smart but basically give me a starting point for manual scans to improve the codebase of some of my apps.

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  • Can I overwrite an Object that has been Locked() in C#?

    - by makerofthings7
    I have a few objects that I'd like to send to the server, but I want to make sure that this is the only thread that moving the data from Stage to Upload. Is the following code valid in a multithreaded environment? List<CounterInternal> UploadToServer = new List<CounterInternal>(); List<CounterInternal> StagingQueue = new List<CounterInternal>(); lock (this.UploadToServer) lock (this.StagingQueue) { if (UploadToServer.Count == 0) { UploadToServer = StagingQueue.DoDeepCopyExtensionMethod(); // is the following line valid given that I have a Lock() on it? StagingQueue = new List<CounterInternal>(); } } }

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  • lambda vs. operator.attrgetter('xxx') as sort key function in Python

    - by Paul McGuire
    I am looking at some code that has a lot of sort calls using comparison functions, and it seems like it should be using key functions. If you were to change seq.sort(lambda x,y: cmp(x.xxx, y.xxx)), which is preferable: seq.sort(key=operator.attrgetter('xxx')) or: seq.sort(key=lambda a:a.xxx) I would also be interested in comments on the merits of making changes to existing code that works.

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  • When to give in and start The Big Rewrite?

    - by John Cromartie
    I've had my share of projects where the first thing I think is "let's just rewrite it in ." Everybody feels the urge at some point. In fact, I think I've had the urge to rewrite pretty much every project I've ever been on. However, it is accepted wisdom that a total rewrite is generally a bad idea. The question is: when do you look at a project and say: "OK, it's time to start over." What sort of metrics or examples can you cite of where a rewrite was truly necessary? How bad does the code have to be? How old can a project get before there too much invested?

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  • C#: Specify that a function arg must inhert from one class, and implement an interface?

    - by Rosarch
    I'm making a game where each Actor is represented by a GameObjectController. Game Objects that can partake in combat implement ICombatant. How can I specify that arguments to a combat function must inherit from GameObjectController and implement ICombatant? Or does this indicate that my code is structured poorly? public void ComputeAttackUpdate(ICombatant attacker, AttackType attackType, ICombatant victim) In the above code, I want attacker and victim to inherit from GameObjectController and implement ICombatant. Is this syntactically possible?

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  • How do I draw a 2d plane and rotate camara (To be a board) in a 3d XNA game?

    - by Mech0z
    I am trying to create a simple board game, but the 3d part of this is really killing me. From what I can gather I have created a plane, but it never moves even though I turn the camara, but that partially makes sense as I only turn the camara with a 3d model, but in my head that makes 0 sense, in my head if I turn the camara it should affect ALL my models? But with this code the camara only "cares" about the 3d cylinder, the plane is just completely still private void OnDraw(object sender, GameTimerEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); foreach (ModelMesh mesh in cylinderModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { //effect.World = Matrix.CreateRotationX((float)e.TotalTime.TotalSeconds * 2); effect.View = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.EnableDefaultLighting(); } mesh.Draw(); } //cameraPosition.Z -= 5.0f; _effect.World = Matrix.CreateRotationZ((MathHelper.ToRadians(((float)e.TotalTime.Milliseconds / 2) % 360))); foreach (EffectPass pass in _effect.CurrentTechnique.Passes) { pass.Apply(); SharedGraphicsDeviceManager.Current.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, _vertices, 0, 1, VertexPositionColor.VertexDeclaration); } } Is there a way to get the camara to affect all models?

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