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  • Sending mail with Gmail Account using System.Net.Mail in ASP.NET

    - by Jalpesh P. Vadgama
    Any web application is in complete without mail functionality you should have to write send mail functionality. Like if there is shopping cart application for example then when a order created on the shopping cart you need to send an email to administrator of website for Order notification and for customer you need to send an email of receipt of order. So any web application is not complete without sending email. This post is also all about sending email. In post I will explain that how we can send emails from our Gmail Account without purchasing any smtp server etc. There are some limitations for sending email from Gmail Account. Please note following things. Gmail will have fixed number of quota for sending emails per day. So you can not send more then that emails for the day. Your from email address always will be your account email address which you are using for sending email. You can not send an email to unlimited numbers of people. Gmail ant spamming policy will restrict this. Gmail provide both Popup and SMTP settings both should be active in your account where you testing. You can enable that via clicking on setting link in gmail account and go to Forwarding and POP/Imap. So if you are using mail functionality for limited emails then Gmail is Best option. But if you are sending thousand of email daily then it will not be Good Idea. Here is the code for sending mail from Gmail Account. using System.Net.Mail; namespace Experiement { public partial class WebForm1 : System.Web.UI.Page { protected void Page_Load(object sender,System.EventArgs e) { MailMessage mailMessage = new MailMessage(new MailAddress("[email protected]") ,new MailAddress("[email protected]")); mailMessage.Subject = "Sending mail through gmail account"; mailMessage.IsBodyHtml = true; mailMessage.Body = "<B>Sending mail thorugh gmail from asp.net</B>"; System.Net.NetworkCredential networkCredentials = new System.Net.NetworkCredential("[email protected]", "yourpassword"); SmtpClient smtpClient = new SmtpClient(); smtpClient.EnableSsl = true; smtpClient.UseDefaultCredentials = false; smtpClient.Credentials = networkCredentials; smtpClient.Host = "smtp.gmail.com"; smtpClient.Port = 587; smtpClient.Send(mailMessage); Response.Write("Mail Successfully sent"); } } } That’s run this application and you will get like below in your account. Technorati Tags: Gmail,System.NET.Mail,ASP.NET

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  • Entity System with C++

    - by Dono
    I'm working on a game engine using the Entity System and I have some questions. How I see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System : A class with a list of components. (Component logic) EntityManager Renderer Input Camera ... Entity : Just a empty class with a list of components. What I've done : Currently, I've got a program who allow me to do that : // Create a new entity/ Entity* entity = game.createEntity(); // Add some components. entity->addComponent( new TransformableComponent() ) ->setPosition( 15, 50 ) ->setRotation( 90 ) ->addComponent( new PhysicComponent() ) ->setMass( 70 ) ->addComponent( new SpriteComponent() ) ->setTexture( "name.png" ) ->addToSystem( new RendererSystem() ); My questions Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ? Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ?

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  • Torchlight Black Screen and doesn't show up

    - by Lelouch Reyiz
    When I open it in full screen I get a black screen that covers whole screen,in windowed mode middle of screen.Here is a video: https://copy.com/fvrGw7QIJ8Z0 Terminal Output: alperen@alperen-Inspiron-N5010 /usr/local/games/Torchlight $ ./Torchlight.bin.x86_64 Creating resource group General Creating resource group Internal Creating resource group Autodetect SceneManagerFactory for type 'DefaultSceneManager' registered. Registering ResourceManager for type Material Registering ResourceManager for type Mesh Registering ResourceManager for type Skeleton MovableObjectFactory for type 'ParticleSystem' registered. OverlayElementFactory for type Panel registered. OverlayElementFactory for type BorderPanel registered. OverlayElementFactory for type TextArea registered. Registering ResourceManager for type Font ArchiveFactory for archive type FileSystem registered. ArchiveFactory for archive type Zip registered. FreeImage version: 3.13.1 This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz DDS codec registering Registering ResourceManager for type HighLevelGpuProgram Registering ResourceManager for type Compositor MovableObjectFactory for type 'Entity' registered. MovableObjectFactory for type 'Light' registered. MovableObjectFactory for type 'BillboardSet' registered. MovableObjectFactory for type 'ManualObject' registered. MovableObjectFactory for type 'BillboardChain' registered. MovableObjectFactory for type 'RibbonTrail' registered. Loading library lib64/OGRE/RenderSystem_GL Installing plugin: GL RenderSystem OpenGL Rendering Subsystem created. Plugin successfully installed Loading library lib64/OGRE/Plugin_ParticleFX Installing plugin: ParticleFX Particle Emitter Type 'Point' registered Particle Emitter Type 'Box' registered Particle Emitter Type 'Ellipsoid' registered Particle Emitter Type 'Cylinder' registered Particle Emitter Type 'Ring' registered Particle Emitter Type 'HollowEllipsoid' registered Particle Affector Type 'LinearForce' registered Particle Affector Type 'ColourFader' registered Particle Affector Type 'ColourFader2' registered Particle Affector Type 'ColourImage' registered Particle Affector Type 'ColourInterpolator' registered Particle Affector Type 'Scaler' registered Particle Affector Type 'Rotator' registered Particle Affector Type 'DirectionRandomiser' registered Particle Affector Type 'DeflectorPlane' registered Plugin successfully installed Loading library lib64/OGRE/Plugin_OctreeSceneManager Installing plugin: Octree & Terrain Scene Manager Plugin successfully installed *-*-* OGRE Initialising *-*-* Version 1.6.5 (Shoggoth) terminate called after throwing an instance of 'std::out_of_range' what(): basic_string::substr Error: signal: 6 ./Torchlight.bin.x86_64(_ZN10LinuxUtils13crash_handlerEi+0x25)[0x17eb6f5] /lib/x86_64-linux-gnu/libc.so.6(+0x37000)[0x7fc647877000] /lib/x86_64-linux-gnu/libc.so.6(gsignal+0x39)[0x7fc647876f89] /lib/x86_64-linux-gnu/libc.so.6(abort+0x148)[0x7fc64787a398] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x155)[0x7fc6481826b5] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x5e836)[0x7fc648180836] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x5e863)[0x7fc648180863] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x5eaa2)[0x7fc648180aa2] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(_ZSt20__throw_out_of_rangePKc+0x67)[0x7fc6481d25d7] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0xbe3d3)[0x7fc6481e03d3] ./Torchlight.bin.x86_64(_ZN11CFileSystem21buildMassiveDataGroupEv+0x453)[0x1617805] ./Torchlight.bin.x86_64(_ZN11CFileSystemC1Eb+0x14be)[0x16145ae] ./Torchlight.bin.x86_64(_ZN22CMasterResourceManagerC1EP9CSettings+0x41a)[0xfe1d0a] ./Torchlight.bin.x86_64(_ZN5CGame5setupEb+0x79a)[0x73ceaa] ./Torchlight.bin.x86_64(_ZN5CGame5beginEPv+0x28d)[0x73b839] ./Torchlight.bin.x86_64(main+0x649)[0x146dbe4] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf5)[0x7fc647861ec5] ./Torchlight.bin.x86_64[0x739ca9]

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  • Advanced System Monitor/Task Manager?

    - by instanceofTom
    When using kubuntu I noticed that the standard task manager/system monitor was a bit more capable than gnome-system-monitor, is there a more advanced system/task monitor for ubuntu that is based on gnome opposed to KDE? Specifically the features from the Kubuntu task manager that I am looking for are the ability to control the I/O priority of individual processes (not just their nice), and the ability to control the I/O scheduling algorithm ( round-robin, FIFO, etc). What are my options?

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  • Simple question about what methodology to pick for my information system [closed]

    - by Neenee Kale
    Possible Duplicate: I need help on methodologies for information system project I will be implementing a student information system for parents for my final year project. I have to choose the best suitable methodology which i could use through out my project. could you please recommend me any methodologies i could use please. Also i would like to ask is Agile system development a methodology?

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  • Facilitate access to system tray under gksudo -u user

    - by MetaChrome
    I would like to run ownCloud client as a different user, with something like: gksudo -u owncloud owncloud However, it is specifying: ownCloud requires a working system tray. Please install a system tray application such as trayer. If you are running xfce follow these instructions: http://docs.xfce.org/xfce/xfce4-panel/systray The question remains, how does one facilitate having the owncloud user account use the parent's system tray?

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  • Make application automatically detect system language

    - by hakermania
    What should an application developed under a Linux System like Ubuntu do so as to automatically detect the system language? There are applications, like Liferea that automatically change their language to match the system's, without altering any preference of the program itself: Should this be the "default" behavior for all the programs? Should there be an option on the program so as to let the user choose the language nonetheless? Are all these translations coming along with the program itself? What if the user has set a system language not available in the translations of the program? Is this Ubuntu or most-linux-distros specific?

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  • Entiity System with C++

    - by Dono
    I'm working on a game engine using the Entity System and I have some questions. How i see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System : A class with a list of components. (Component logic) EntityManager Renderer Input Camera ... Entity : Just a empty class with a list of components. What i've done : Currently, i've got a program who allow me to do that : // Create a new entity/ Entity* entity = game.createEntity(); // Add some components. entity->addComponent( new TransformableComponent() ) ->setPosition( 15, 50 ) ->setRotation( 90 ) ->addComponent( new PhysicComponent() ) ->setMass( 70 ) ->addComponent( new SpriteComponent() ) ->setTexture( "name.png" ) ->addToSystem( new RendererSystem() ); My questions Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ? Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ?

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  • Improving performance of a particle system (OpenGL ES)

    - by Jason
    I'm in the process of implementing a simple particle system for a 2D mobile game (using OpenGL ES 2.0). It's working, but it's pretty slow. I start getting frame rate battering after about 400 particles, which I think is pretty low. Here's a summary of my approach: I start with point sprites (GL_POINTS) rendered in a batch just using a native float buffer (I'm in Java-land on Android, so that translates as a java.nio.FloatBuffer). On GL context init, the following are set: GLES20.glViewport(0, 0, width, height); GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES20.glEnable(GLES20.GL_CULL_FACE); GLES20.glDisable(GLES20.GL_DEPTH_TEST); Each draw frame sets the following: GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); And I bind a single texture: GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle); GLES20.glUniform1i(mUniformTextureHandle, 0); Which is just a simple circle with some blur (and hence some transparency) http://cl.ly/image/0K2V2p2L1H2x Then there are a bunch of glVertexAttribPointer calls: mBuffer.position(position); mGlEs20.glVertexAttribPointer(mAttributeRGBHandle, valsPerRGB, GLES20.GL_FLOAT, false, stride, mBuffer); ...4 more of these Then I'm drawing: GLES20.glUniformMatrix4fv(mUniformProjectionMatrixHandle, 1, false, Camera.mProjectionMatrix, 0); GLES20.glDrawArrays(GLES20.GL_POINTS, 0, drawCalls); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); My vertex shader does have some computation in it, but given that they're point sprites (with only 2 coordinate values) I'm not sure this is the problem: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform mat4 u_ProjectionMatrix; attribute vec4 a_Position; attribute float a_PointSize; attribute vec3 a_RGB; attribute float a_Alpha; attribute float a_Burn; varying vec4 v_Color; void main() { vec3 v_FGC = a_RGB * a_Alpha; v_Color = vec4(v_FGC.x, v_FGC.y, v_FGC.z, a_Alpha * (1.0 - a_Burn)); gl_PointSize = a_PointSize; gl_Position = u_ProjectionMatrix * a_Position; } My fragment shader couldn't really be simpler: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform sampler2D u_Texture; varying vec4 v_Color; void main() { gl_FragColor = texture2D(u_Texture, gl_PointCoord) * v_Color; } That's about it. I had read that transparent pixels in point sprites can cause issues, but surely not at only 400 points? I'm running on a fairly new device (12 month old Galaxy Nexus). My question is less about my approach (although I'm open to suggestion) but more about whether there are any specific OpenGL "no no's" that have leaked into my code. I'm sure there's GL master out there facepalming right now... I'd love to hear any critique.

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  • How to show Windows System Reserved partition using Ubuntu live dvd?

    - by Veeggon
    All questions in this site ask how to "hide"! I want to fix my boot (fix mrb wont work, I have GPT Disk) by changing some files at Windows System Reserved. GParted shows the following partitions (but Nautilus doesn't): **/dev/sda1 - file system: Unknown - 128Mb - flags: msftres** (this one shows *"Warning: Unable to detect file system! Possible reasons: -file system is damaged -file system is unknown to GParted -there is no file system available (unformated -the device entry /dev/sda1 is missing)"*) **/dev/sda2 - file system: fat32 -100Mb - flags: boot** **/dev/sda3 - file system: ntfs - 500Gb**

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  • Introducing Oracle System Assistant

    - by B.Koch
    by Josh Rosen One of the challenges with today's servers is getting the server up and running and understanding what all of the steps are once you plug the server in for the first time. So many different pieces come into play: installing drivers, updating firmware, configuring RAID, and provisioning the operating system. All of these steps must be done before you can even start using the server. Finding the latest firmware and drivers, making sure you have the right versions, and knowing that all the different software and firmware components work together properly can be a real challenge. If not done correctly, such as if you separately downloading disk firmware or controller firmware that doesn't match the existing OS drivers, you could experience bugs, performance problems, and incompatibilities. Gone are the days of having to locate the tools and drivers media that shipped with the server only to find out that newer versions of software and firmware are available on the web. Oracle has solved these challenges in the new X3-2 family of servers by introducing Oracle System Assistant. Oracle System Assistant is an innovative tool that is built-in to every new x86 server. It provides step-by-step assistance with configuring the server, updating firmware and drivers, and provisioning the operating system. Once you have completed all of the steps in the Oracle System Assistant tool, the server is ready to use. Oracle System Assistant was designed to be easy and straightforward. Starting it is as simple as pressing F9 when the server is booting. You'll need a keyboard, monitor, and mouse or you can use the remote console feature of Oracle ILOM (Integrated Lights Out Manager) to access a virtual KVM to the server from any machine. From there Oracle System Assistant will walk you through each of the steps necessary to set up your server. After configuring the network settings for Oracle System Assistant, the next step is to check for any new software or firmware for the server. Oracle System Assistant connects back to Oracle using your My Oracle Support account and downloads any updates that were made available to you for this specific server. This is where you really start to see the innovation that went into Oracle System Assistant. Firmware for Oracle ILOM and BIOS, operating system drivers, and other system firmware (including for option cards and disk drivers) come as a single bundle, downloading as a single unit, that has been engineered and tested to work together by Oracle. Oracle System Assistant figures out the right combination for your server, so you don't have to. Now that the server has the latest firmware, Oracle System Assistant will next walk you through configuring the hardware. From Oracle System Assistant, you can configure many Oracle ILOM settings, including the network settings and initial user accounts. This ensures that ILOM is accessible and ready to use. Oracle System Assistant is where all parts of the server come together. In addition to communicating with Oracle ILOM and interacting with BIOS, Oracle System Assistant understands and can configure the storage subsystem. Before installing the operating system, Oracle System Assistant can detect the storage configuration and configure RAID for all disks in the system. At this point, the server is ready to be provisioned with the host operating system. You can use Oracle System Assistant to provision a supported OS, including Oracle Linux, Oracle VM, RHEL, SuSe Linux, and Windows. And by using Oracle System Assistant, you can be sure that the proper OS drivers are installed for each of the installed hardware components. With Oracle System Assistant, initial setup of the server has never been easier. If we can innovate around problems and find solutions to make our servers easier to manage, this reduces IT costs and makes managing servers simpler. I think with Oracle System Assistant we have done just that. Josh Rosen is a Principal Product Manager at Oracle and previously spent more than a decade as a developer and architect of system management software. Josh has worked on system management for many of Oracle's hardware products ranging from the earliest blade systems to the latest Oracle x86 servers.

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  • Run the system configuration once the system has been installed

    - by dierre
    Hi guys, the problem is the following. I have an old computer that mounts a SATA Dvd Burner. The old MoBo (an AsRock P4VT8+) is not able to recognize the freaking burner when booting. So I had to convert my IDE HD to USB HD and mount it on my laptop and install Ubuntu from there. The problem now is that I'm obviously getting kernel panic every now and then so I was wondering if it is possibile to rerun only the system and the hardware configuration.

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  • Ubuntu 14.04: After login, top- and sidepanel don't load and system settings don't open

    - by Löwe Simon
    I have Ubuntu 14.04 on a Medion Erazer with the Nvidia GTX570M card. At first, while I had not installed the last nvidia driver, each time I would try to suspend my pc it would freeze frame on the login. Once I managed to install the nvidia drivers, everything seemed to work up until I noticed that suddenly the system settings would not open anymore. I then rebooted my pc, but when I logged in I just end up with my cursor but no top panel or side pannel. Thankfully, I had installed the gnome desktops which works, except for the fact the system settings do not open also in the gnome desktop. I have tried following: Problems after upgrading to 14.04 (only background and pointer after login) except for reinstalling nvidia, since then I would be back at square one with suspend not working. When I try to launch system settings through the terminal, I get: simon@simon-X681X:~$ unity-control-center libGL error: No matching fbConfigs or visuals found libGL error: failed to load driver: swrast (unity-control-center:2806): Gdk-ERROR **: The program 'unity-control-center' received an X Window System error. This probably reflects a bug in the program. The error was 'BadLength (poly request too large or internal Xlib length erro'. (Details: serial 229 error_code 16 request_code 155 (GLX) minor_code 1) (Note to programmers: normally, X errors are reported asynchronously; that is, you will receive the error a while after causing it. To debug your program, run it with the GDK_SYNCHRONIZE environment variable to change this behavior. You can then get a meaningful backtrace from your debugger if you break on the gdk_x_error() function.) Trace/breakpoint trap (core dumped) I know the 2 problems seem unrelated, but since they occured together, I am wondering if that is really the case. Your help is much appreciated, Simon

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  • Entity system and rendering types

    - by Papi75
    I would like to implement entity system in my game and I've got some question about entity system and rendering. Currently, my renderer got two types of elements: Current design Mesh : A default renderable with a Material, a Geometry and a Transformable Sprite : A type of mesh with some methods like "flip" and "setRect" methods and a rect member (With an imposed geometry, a quad) This objects inherit from "Spacial" class. Questions: How can I handle this two types in an entity system? I'm thinking about using "MeshComponent" and "SpriteComponent", but if I do that, an entity could have a Mesh and a Sprite at the same type, it's look stupid, right? I thought the idea to have a parent "rendering" component : "RenderableComponent" for "MeshComponent" and "SpriteComponent" but it will be difficult to handle "cast" in the game (ex: did I need to ask entity-getComponent or SpineComponent, …) Thanks a lot for reading me! My entity system work like that: --------------------------------------------------------------------------- Entity* entity = world->createEntity(); MeshComponent* mesh = entity->addComponent<MeshComponent>(material); mesh->loadFromFile("monkey.obj"); PhysicComponent* physic = entity->addComponent<PhysicComponent>(); physic->setMass(5.4f); physic->setVelocity( 0.5f, 2.f ); --------------------------------------------------------------------------- class RenderingSystem { private: Scene scene; public: void onEntityAdded( Entity* entity ) { scene.addMesh( entity->getComponent<MeshComponent>() ); } } class PhysicSystem { private: World world; public: void onEntityAdded( Entity* entity ) { world.addBody( entity->getComponent<PhysicComponent>()->getBody() ); } void process( Entity* entity ) { PhysicComponent* physic = entity->getComponent<PhysicComponent>(); } } ---------------------------------------------------------------------------

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  • Executing Components in an Entity Component System

    - by John
    Ok so I am just starting to grasp the whole ECS paradigm right now and I need clarification on a few things. For the record, I am trying to develop a game using C++ and OpenGL and I'm relatively new to game programming. First of all, lets say I have an Entity class which may have several components such as a MeshRenderer,Collider etc. From what I have read, I understand that each "system" carries out a specific task such as calculating physics and rendering and may use more that one component if needed. So for example, I would have a MeshRendererSystem act on all entities with a MeshRenderer component. Looking at Unity, I see that each Gameobject has, by default, got components such as a renderer, camera, collider and rigidbody etc. From what I understand, an entity should start out as an empty "container" and should be filled with components to create a certain type of game object. So what I dont understand is how the "system" works in an entity component system. http://docs.unity3d.com/ScriptReference/GameObject.html So I have a GameObject(The Entity) class like class GameObject { public: GameObject(std::string objectName); ~GameObject(void); Component AddComponent(std::string name); Component AddComponent(Component componentType); }; So if I had a GameObject to model a warship and I wanted to add a MeshRenderer component, I would do the following: warship->AddComponent(new MeshRenderer()); In the MeshRenderers constructor, should I call on the MeshRendererSystem and "subscribe" the warship object to this system? In that case, the MeshRendererSystem should probably be a Singleton("shudder"). From looking at unity's GameObject, if each object potentially has a renderer or any of the components in the default GameObject class, then Unity would iterate over all objects available. To me, this seems kind of unnecessary since some objects might not need to be rendered for example. How, in practice, should these systems be implemented?

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  • C++ property system interface for game editors (reflection system)

    - by Cristopher Ismael Sosa Abarca
    I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses Runtime-Compiled C++, and an modified version of Cistron (an component-based programming framework).to be compatible with Runtime-Compiled C++ and so on. Using the typical GameObject and Component classes of the Component-based design pattern, is serializable via JSON, BSON or Binary useful for selecting which objects will be loaded the next time. The main problem: We want to use our custom GameObjects and their components properties in our level editor, before used hardcoded functions to access GameObject base class virtual functions from the derived ones, if do you want to modify an property specifically from that class you need inside into the code, this situation happens too with the derived classes of Component class, in little projects there's no problem but for larger projects becomes tedious, lengthy and error-prone. I've researched a lot to find a solution without luck, i tried with the Ogitor's property system (since our engine is Ogre-based) but we find it inappropiate for the component-based design and it's limited only for the Ogre classes and can lead to performance overhead, and we tried some code we find in the Internet we tested it and worked a little but we considered the macro and lambda abuse too horrible take a look (some code omitted): IWE_IMPLEMENT_PROP_BEGIN(CBaseEntity) IWE_PROP_LEVEL_BEGIN("Editor"); IWE_PROP_INT_S("Id", "Internal id", m_nEntID, [](int n) {}, true); IWE_PROP_LEVEL_END(); IWE_PROP_LEVEL_BEGIN("Entity"); IWE_PROP_STRING_S("Mesh", "Mesh used for this entity", m_pModelName, [pInst](const std::string& sModelName) { pInst->m_stackMemUndoType.push(ENT_MEM_MESH); pInst->m_stackMemUndoStr.push(pInst->getModelName()); pInst->setModel(sModelName, false); pInst->saveState(); }, false); IWE_PROP_VECTOR3_S("Position", m_vecPosition, [pInst](float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_POSITION); pInst->m_stackMemUndoVec3.push(pInst->getPosition()); pInst->saveState(); pInst->m_vecPosition.Get()[0] = fX; pInst->m_vecPosition.Get()[1] = fY; pInst->m_vecPosition.Get()[2] = fZ; pInst->setPosition(pInst->m_vecPosition); }, false); IWE_PROP_QUATERNION_S("Orientation (Quat)", m_quatOrientation, [pInst](float fW, float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_ROTATE); pInst->m_stackMemUndoQuat.push(pInst->getOrientation()); pInst->saveState(); pInst->m_quatOrientation.Get()[0] = fW; pInst->m_quatOrientation.Get()[1] = fX; pInst->m_quatOrientation.Get()[2] = fY; pInst->m_quatOrientation.Get()[3] = fZ; pInst->setOrientation(pInst->m_quatOrientation); }, false); IWE_PROP_LEVEL_END(); IWE_IMPLEMENT_PROP_END() We are finding an simplified way to this, without leading confusing the programmers, (will be released to the public) i find ways to achieve this but they are only available for the common scripting as Lua or editors using C#. also too portable, we can write "wrappers" for different GUI toolkits as Qt or GTK, also i'm thinking to using Boost.Wave to get additional macro functionality without creating my own compiler. The properties designed to use in the editor they are removed in the game since the save file contains their data and loads it using an simple 'load' function to reduce unnecessary code bloat may will be useful if some GameObject property wants to be hidden instead. In summary, there's a way to implement an reflection(property) system for a level editor based in properties from derived classes? Also we can use C++11 and Boost (restricted only to Wave and PropertyTree)

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  • How to code UI / HUD in Entity System?

    - by Sylpheed
    I think I already got the idea of the Entity System inspired by Adam Martin (t-machine). I want to start using this for my next project. I already know the basic of Entity, Components, and Systems. My problem is how to handle UI / HUD. For example, a quest window, skill window, character info window, etc. How do you handle UI events (eg. pressing a button)? These are stuff that doesn't need to be processed every frame. Currently, I'm using MVC to code UI but I don't think that'll be compatible for Entity System. I've read that Entity System is embedded on a larger OOP. I don't know if UI is outside of ES or not. How do I approach this one?

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  • System monitor network speed monitor not working for LAN but works for my Wi-fi

    - by Pavak
    I'm on Ubuntu 13.10. I generally use wi-fi to connect to the internet. But Yesterday my wi-fi router occurred some problem and now it's out for warranty. So temporarily I'm using LAN. System monitor displayed the network speed correctly when I was in wi-fi. But now it's not showing any kinda network speed in System Monitor. I checked the preferences opption but couldn't find a way. I also checked "ksysguard"(KDE's system monitor) and conky. None of them working. How can i solve this? I'm attaching a screenshot to clear the problem.

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  • System Settings icons missing

    - by pst007x
    Is there any way to reset the System Settings Control Panel page? The Control Panel was fine, but the for no apparent reason, PRIVACY, BACKGROUND and a host of other icons have vanished... My system seems pretty messed up after the upgrade... Shutdown, Reset, and Logout from the menu no longer work either... However, I can launch the Privacy panel from the terminal: activity-log-manager and it runs... so why is this, and others, now missing from the System Setting Control Panel? I have checked and: activity-log-manager-control-center is installed Is there a config file I can check, or a setting in Gconf where the list of icons are referenced? I have run - in desperation - sudo apt-get purge unity* sudo apt-get purge ubuntu* sudo apt-get autoremove Run Gconf-cleaner and Janitor then re-installed all packages Still the same issue....?

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  • Design a Distributed System

    - by Bonton255
    I am preparing for an interview on Distributed Systems. I have gone through a lot of text and understand the basics of the area. However, I need some examples of discussions on designing a distributed system given a scenario. For example, if I were to design a distributed system to calculate if a number N is primary or not, what will the be design of the system, what will be the impact of network latency, CPU performance, node failure, addition of nodes, time synchronization etc. If you guys could present your in-depth thoughts on this example, or point me to some similar discussion, that would be really helpful.

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  • What should a system architect know? [closed]

    - by marko
    What does the title System Architect really mean? What do you need to know to be a system architect. Do you need to know design patterns or something like that? At work we have a couple so called "System Architects". They do the same stuff as we developers, but the distinction are that they are older and thus has more experience and knowledge of the business domain we work in. But I'm not really seeing the architecting side of work really...

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  • Winforms TabControl causing spurious Paint events for UserControl

    - by Tom Bushell
    For our project, we've written a WinForms UserControl for graphing. We're seeing some strange behavior when our control is sited in a TabControl - our control continuously fires Paint events, even when there is absolutely no activity by the user. We only see this in the TabControl. When we site our control in other containers such as Forms or Splitters, Paint is only fired when you'd expect e.g. when the control is first displayed, etc. Can anyone suggest why this might be happening? Here's a stack trace from a breakpoint in our control's Paint handler, if that's any help. OverlordFrontEnd.exe!OverlordFrontEnd.MainForm.graphControl_Paint(object sender = BI_BaseGraphXY.BaseGraphXY}, System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1031,Height=408}}) Line 422 C# System.Windows.Forms.dll!System.Windows.Forms.Control.OnPaint(System.Windows.Forms.PaintEventArgs e) + 0x73 bytes BI_AppCore.dll!BI_BaseGraphXY.BaseGraphXY.OnPaint(System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1031,Height=408}}) Line 377 + 0xb bytes C# System.Windows.Forms.dll!System.Windows.Forms.Control.PaintTransparentBackground(System.Windows.Forms.PaintEventArgs e, System.Drawing.Rectangle rectangle, System.Drawing.Region transparentRegion = null) + 0x16c bytes System.Windows.Forms.dll!System.Windows.Forms.Control.PaintBackground(System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1029,Height=406}}, System.Drawing.Rectangle rectangle, System.Drawing.Color backColor, System.Drawing.Point scrollOffset) + 0xbc bytes System.Windows.Forms.dll!System.Windows.Forms.Control.PaintBackground(System.Windows.Forms.PaintEventArgs e, System.Drawing.Rectangle rectangle) + 0x63 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.OnPaintBackground(System.Windows.Forms.PaintEventArgs pevent) + 0x59 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.PaintWithErrorHandling(System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1029,Height=406}}, short layer, bool disposeEventArgs = false) + 0x74 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.WmPaint(ref System.Windows.Forms.Message m) + 0x1ba bytes System.Windows.Forms.dll!System.Windows.Forms.Control.WndProc(ref System.Windows.Forms.Message m) + 0x33e bytes System.Windows.Forms.dll!System.Windows.Forms.Control.ControlNativeWindow.OnMessage(ref System.Windows.Forms.Message m) + 0x10 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.ControlNativeWindow.WndProc(ref System.Windows.Forms.Message m) + 0x31 bytes System.Windows.Forms.dll!System.Windows.Forms.NativeWindow.Callback(System.IntPtr hWnd, int msg = 15, System.IntPtr wparam, System.IntPtr lparam) + 0x5a bytes [Native to Managed Transition] [Managed to Native Transition] System.Windows.Forms.dll!System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(int dwComponentID, int reason = -1, int pvLoopData = 0) + 0x24e bytes System.Windows.Forms.dll!System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(int reason = -1, System.Windows.Forms.ApplicationContext context = {Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.WinFormsAppContext}) + 0x177 bytes System.Windows.Forms.dll!System.Windows.Forms.Application.ThreadContext.RunMessageLoop(int reason, System.Windows.Forms.ApplicationContext context) + 0x61 bytes System.Windows.Forms.dll!System.Windows.Forms.Application.Run(System.Windows.Forms.ApplicationContext context) + 0x18 bytes Microsoft.VisualBasic.dll!Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnRun() + 0x81 bytes Microsoft.VisualBasic.dll!Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.DoApplicationModel() + 0xef bytes Microsoft.VisualBasic.dll!Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.Run(string[] commandLine) + 0x2c0 bytes OverlordFrontEnd.exe!OverlordFrontEnd.Program.Main() Line 36 + 0x10 bytes C# [Native to Managed Transition] [Managed to Native Transition] mscorlib.dll!System.AppDomain.ExecuteAssembly(string assemblyFile, System.Security.Policy.Evidence assemblySecurity, string[] args) + 0x3a bytes Microsoft.VisualStudio.HostingProcess.Utilities.dll!Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly() + 0x2b bytes mscorlib.dll!System.Threading.ThreadHelper.ThreadStart_Context(object state) + 0x66 bytes mscorlib.dll!System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, object state) + 0x6f bytes mscorlib.dll!System.Threading.ThreadHelper.ThreadStart() + 0x44 bytes

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  • Entity System with C++ templates

    - by tommaisey
    I've been getting interested in the Entity/Component style of game programming, and I've come up with a design in C++ which I'd like a critique of. I decided to go with a fairly pure Entity system, where entities are simply an ID number. Components are stored in a series of vectors - one for each Component type. However, I didn't want to have to add boilerplate code for every new Component type I added to the game. Nor did I want to use macros to do this, which frankly scare me. So I've come up with a system based on templates and type hinting. But there are some potential issues I'd like to check before I spend ages writing this (I'm a slow coder!) All Components derive from a Component base class. This base class has a protected constructor, that takes a string parameter. When you write a new derived Component class, you must initialise the base with the name of your new class in a string. When you first instantiate a new DerivedComponent, it adds the string to a static hashmap inside Component mapped to a unique integer id. When you subsequently instantiate more Components of the same type, no action is taken. The result (I think) should be a static hashmap with the name of each class derived from Component that you instantiate at least once, mapped to a unique id, which can by obtained with the static method Component::getTypeId ("DerivedComponent"). Phew. The next important part is TypedComponentList<typename PropertyType>. This is basically just a wrapper to an std::vector<typename PropertyType> with some useful methods. It also contains a hashmap of entity ID numbers to slots in the array so we can find Components by their entity owner. Crucially TypedComponentList<> is derived from the non-template class ComponentList. This allows me to maintain a list of pointers to ComponentList in my main ComponentManager, which actually point to TypedComponentLists with different template parameters (sneaky). The Component manager has template functions such as: template <typename ComponentType> void addProperty (ComponentType& component, int componentTypeId, int entityId) and: template <typename ComponentType> TypedComponentList<ComponentType>* getComponentList (int componentTypeId) which deal with casting from ComponentList to the correct TypedComponentList for you. So to get a list of a particular type of Component you call: TypedComponentList<MyComponent>* list = componentManager.getComponentList<MyComponent> (Component::getTypeId("MyComponent")); Which I'll admit looks pretty ugly. Bad points of the design: If a user of the code writes a new Component class but supplies the wrong string to the base constructor, the whole system will fail. Each time a new Component is instantiated, we must check a hashed string to see if that component type has bee instantiated before. Will probably generate a lot of assembly because of the extensive use of templates. I don't know how well the compiler will be able to minimise this. You could consider the whole system a bit complex - perhaps premature optimisation? But I want to use this code again and again, so I want it to be performant. Good points of the design: Components are stored in typed vectors but they can also be found by using their entity owner id as a hash. This means we can iterate them fast, and minimise cache misses, but also skip straight to the component we need if necessary. We can freely add Components of different types to the system without having to add and manage new Component vectors by hand. What do you think? Do the good points outweigh the bad?

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  • Display System Information on Your Desktop with Desktop Info

    - by Asian Angel
    Do you like to monitor your system but do not want a complicated app to do it with? If you love simplicity and easy configuration then join us as we look at Desktop Info. Desktop Info in Action Desktop Info comes in a zip file format so you will need to unzip the app, place it into an appropriate “Program Files Folder”, and create a shortcut. Do NOT delete the “Read Me File”…this will be extremely useful to you when you make changes to the “Configuration File”. Once you have everything set up you are ready to start Desktop Info up. This is the default layout and set of listings displayed when you start Desktop Info up for the first time. The font colors will be a mix of colors as seen here and the font size will perhaps be a bit small but those are very easy to change if desired. You can access the “Context Menu” directly over the “information area”…so no need to look for it in the “System Tray”. Notice that you can easily access that important “Read Me File” from here… The full contents of the configuration file (.ini file) are displayed here so that you can see exactly what kind of information can be displayed using the default listings. The first section is “Options”…you will most likely want to increase the font size while you are here. Then “Items”… If you are unhappy with any of the font colors in the “information area” this is where you can make the changes. You can turn information display items on or off here. And finally “Files, Registry, & Event Logs”. Here is our displayed information after a few tweaks in the configuration file. Very nice. Conclusion If you have been looking for a system information app that is simple and easy to set up then you should definitely give Desktop Info a try. Links Download Desktop Info Similar Articles Productive Geek Tips Ask the Readers: What are Your Computer’s Hardware Specs?Allow Remote Control To Your Desktop On UbuntuHow To Get Detailed Information About Your PCGet CPU / System Load Average on Ubuntu LinuxEnable Remote Desktop (VNC) on Kubuntu TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Test Drive Windows 7 Online Download Wallpapers From National Geographic Site Spyware Blaster v4.3 Yes, it’s Patch Tuesday Generate Stunning Tag Clouds With Tagxedo Install, Remove and HIDE Fonts in Windows 7

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