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  • As our favorite imperative languages gain functional constructs, should loops be considered a code s

    - by Michael Buen
    In allusion to Dare Obasanjo's impressions on Map, Reduce, Filter (Functional Programming in C# 3.0: How Map/Reduce/Filter can Rock your World) "With these three building blocks, you could replace the majority of the procedural for loops in your application with a single line of code. C# 3.0 doesn't just stop there." Should we increasingly use them instead of loops? And should be having loops(instead of those three building blocks of data manipulation) be one of the metrics for coding horrors on code reviews? And why? [NOTE] I'm not advocating fully functional programming on those codes that could be simply translated to loops(e.g. tail recursions) Asking for politer term. Considering that the phrase "code smell" is not so diplomatic, I posted another question http://stackoverflow.com/questions/432492/whats-the-politer-word-for-code-smell about the right word for "code smell", er.. utterly bad code. Should that phrase have a place in our programming parlance?

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  • Cloning just a particular directory with hg?

    - by leeand00
    I come from a Subversion background, but I am slowly migrating to Mercurial. When starting on many of my projects, I would setup a development environment that was configured to a particular starting point in developing an app/webapp/program (much like a Maven 2 archetype, but not necessarily Java/Maven). Later I would checkout this archetype/template project out of my svn repo by its particular path; and than export the working copy from version control by the repository; so that I could import the working copy back in to another repository without adding the changes that I made to the working copy to the base the template/archetype project. I've tried doing the same thing in Mercurial, and I've run into a wall since I can't check out, er..um..no, clone a specific path from the hg repository. If I want to achieve the same sort of functionality using Mecurial, what should I do? Use tagged branches? The archetypes/template projects are very different, but I'd like to keep them in the same repository.

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  • django username in url, instead of id

    - by dana
    Hello, in a mini virtual community, i have a profile_view function, so that i can view the profile of any registered user. The profile view function has as a parameter the id of the user wich the profile belongs to, so that when i want to access the profile of user 2 for example, i call it like that: http://127.0.0.1:8000/accounts/profile_view/2/ My problem is that i would like to have the username in the url, and NOT the id. I try to modify my code as follows, but it doesn't work still. Here is my code: view: def profile_view(request, user): u = User.objects.get(pk=user) up = UserProfile.objects.get(created_by = u) cv = UserProfile.objects.filter(created_by = User.objects.get(pk=user)) blog = New.objects.filter(created_by = u) replies = Reply.objects.filter(reply_to = blog) vote = Vote.objects.filter(voted=blog) following = Relations.objects.filter(initiated_by = u) follower = Relations.objects.filter(follow = u) return render_to_response('profile/publicProfile.html', { 'vote': vote, 'u':u, 'up':up, 'cv': cv, 'ing': following.order_by('-date_initiated'), 'er': follower.order_by('-date_follow'), 'list':blog.order_by('-date'), 'replies':replies }, context_instance=RequestContext(request)) and my url: urlpatterns = patterns('', url(r'^profile_view/(?P<user>\d+)/$', profile_view, name='profile_view'), thanks in advance!

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  • Checkbox show error.

    - by Kyle Sevenoaks
    Hi, I need to make this show an error if the user tries to leave the page without checking this tickbox. It has no other use other than visual, is there a way to implement such a thing? <span> <input value="1" type="checkbox" name="salgsvilkar" ID="checkbox2" style="float:left;" onclick="document.getElementById('scrollwrap').style.cssText=' border-color:#85c222; background-color:#E5F7C7;';" /> <label for="checkbox2" class="akslabel"> Salgs og leveringsvilkår er lest og akseptert </label> </span> CSS is just for styling. Thanks.

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  • What is the worst class/variable/function name you have ever encountered

    - by Chris Noe
    Naming things well is arguably Job 1 for professional programmers. Yet we have all suffered from some bad naming choices from time to time. So just to vent a little, what are some doozies that you may have run across? Just to get things started: One of our original developers wasn't sure what to call a secondary key - on what turned out to be a primary table for this app - so he called it: DL2WhateverTheHellThatIs. Unfortunately this system generates entity mappings from the XML, and attributes defined there result in classes, methods, and constants that are referenced through-out the app. To this day it is very hard to find a source file that does not reference this, er, thing! A few actual examples: DL2WhateverTheHellThatIsBean cos = (DL2WhateverTheHellThatIsBean)itr.next(); String code = getDL2WhateverTheHellThatIs().getCode(); From from = new From("DL2WhateverTheHellThatIs"); String filter = "_dL2WhateverTheHellThatIs._code"; (Very difficult to refactor)

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  • Internet Explorer to Firefox javascript migration library - does one exist?

    - by Brad
    I am working on a legacy ASP.NET web site that is highly dependent on Internet Explorer. I would like to migrate it to non-IE browsers. I know there are a large amount of differences (as detailed at quirksmode.org, etc.), so I'm searching for a javascript library that can help minimize the amount of source I'd have to change. I'm hoping that my lack of success in finding such a beast so far means that I'm just a bad google-er, and not that I'm just going to have to slog through coming up with replacements/workarounds for all of IE's proprietary functionality that this site currently uses (it uses quite a bit). Any help you can provide will be greatly appreciated. Thanks!

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  • Incongruity between Eclipse Outline/Package perspective and source code being displayed - Java error generated at runtime

    - by David Daedalus
    I've been debugging a Java application and have encountered something odd. When a particular method is called, Java throws a ClassNotFoundException. Unfortunately, the methods in question (the invoking and the 'missing' one) are inside a JAR file for which I have no documentation or source. To get at the source, I used JD-GUI (a Java JAR reverse engineer-er) and the JD plugin for Eclipse. As far as I can tell, the class in question exists inside the JAR file. This because JD-GUI displays it inside the JAR, and from within Eclipse I can see it listed along with the constructors and methods. My question is why the source being displayed in Eclipse is for a different class (that also exists)? This program was built with Ant - is it possible the problem lies there? Screenshot below for your viewing pleasure - and thanks in advance for your help!

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  • how to solve the captcha problem

    - by magna
    ho i have writen this code for my captcha. i created my captcha for contact form everything works fine but what er the number i entered in captcha box it shows invalid captcha `` <?php if(isset($_POST['norobot'])) { if(md5($_POST['norobot']) == $_SESSION['randomnr2']) { echo "Validation Success"; $_SESSION['name'] = $name ; $_SESSION['phone_no'] = $phone; $_SESSION['mailid'] = $mailid; $_SESSION['msg'] = $msg; $_SESSION['category'] = $category; header("Location:thankyou.php"); } else { $Error = 'Invalid CAPTCHA'; } } } ?> can any one say the solution. thanks

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  • Vim Editor is very smart?

    - by Narek
    I am programming in C++ or Java. So I want to use Vim editor, because it is very flexible. I have heard that I can configure the Vim editor to be able to go from object to the definition from function to the definition from class name to the definition Do we have any professional Vim-er that could tell me how exactly to configure Vim for that? Thanks in advance. P.S. In case readers will consider this question is not connected with programming, I would say that this is improving speed of programming. So it is a help to the programmer. So please don't close this question. EDIT: Also I would like to know how vim works with code completion and can vim hint the list of methods that are available for the certain object? If yes, then I would like to know how to configure these options too?

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  • Why first arg to execve() must be path to executable

    - by EBM
    I understand that execve() and family require the first argument of its argument array to be the same as the executable that is also pointed to by its first argument. That is, in this: execve(prog, args, env); args[0] will usually be the same as prog. But I can't seem to find information as to why this is. I also understand that executables (er, at least shell scripts) always have their calling path as the first argument when running, but I would think that the shell would do the work to put it there, and execve() would just call the executable using the path given in its first argument ("prog" from above), then passing the argument array ("args" from above) as one would on the command line.... i.e., I don't call scripts on the command line with a duplicate executable path in the args list.... /bin/ls /bin/ls /home/john Can someone explain?

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  • SQL? "Show me all the Activities that can be performed by User X."

    - by Casey Fulton
    I'm at my wits end. I've searched like crazy, read plenty of database textbooks and God knows how many online guides, blogs and forums. Can someone put me out of my misery? PseudoSchema Diagram (Warning: although pretty, not in a format even remotely approaching ER diagrams! Primary keys are bold, foreign keys are italics.) Given the above set of tables relating Users to Groups to Privileges, and then a set of Activities that can each require a Privilege to perform, how do you find out this: Show me all the Activities that can be performed by User X. That is: User X is a member of groups G and F; groups G and F correlate to privileges P, Q, R and S; show me all the activities that require privileges either P, Q, R or S. How do you do this?

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  • What is wrong with my Basic Authentication in FireFox?

    - by Pure.Krome
    Hi folks, i'm trying to goto the following url :- http://user1:pass1@localhost:1234/api/users?format=xml nothing to complex. Notice how i've got the username/password in the url? this, i believe, is for basic authentication. When i do that, the Request Headers are MISSING the 'Authorize' header. Er... that's not right :( I have anonymous authentication only setup on the site. I don't want to have anon off and basic turned on .. because not all of the site requires basic.. only a few action methods. So .. why is this not working? Is this something to do with the fact my code is not sending a 401 challenge or some crap? For What It's Worth, my site is ASP.NET MVC1 running on IIS7 (and the same thing happens when i run it on cassini).

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  • Exploring search options for PHP

    - by Joshua
    I have innoDB table using numerous foreign keys, but we just want to look up some basic info out of it. I've done some research but still lost. 1) How can I tell if my host has Sphinx installed already? I don't see it as an option for table storage method (i.e. innodb, myisam). 2) Zend_Search_Lucene, responsive enough for AJAX functionality of millions of records? 3) Mirror my innoDB with a myisam? Make every innodb transaction end with a write to the myisam, then use 1:1 lookups? How would I do this automagically? This should make MyISAM ACID-compliant and free(er) from corruption no? 4) PostgreSQL fulltext queries don't even look like SQL to me wtf, I don't have time to learn a new SQL syntax I need noob options 5) ???????????????????? This is high volume site on a decently-equipped VPS Thanks very much for any ideas.

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  • Will it use more and more memory if I keep drawing on the UIView?

    - by Tattat
    This is my drawRect: CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetLineWidth(context, 2.0); CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor); CGContextMoveToPoint(context, x1, y1); CGContextAddLineToPoint(context, x2, y2); CGContextStrokePath(context); If I run this code thousand times or more. My UIView will have many lines on that. Will it use more memory than only just one line on it? Er... ...I mean, will the program remember the line I draw or after it draw the lines, it won't have any information in the memory. thz .

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  • connect perl with mssql

    - by Bharanikumar
    i have user id, password,databasename, datasource details, i want to connect perl with mssql server, i just used following snippet, but getting error, #!/usr/bin/perl -w use strict; use DBI; my $data_source = q/dbi:ODBC:192.168.3.137/; my $user = q/bharani/; my $password = q/123456/; # Connect to the data source and get a handle for that connection. my $dbh = DBI->connect($data_source, $user, $password) or die "Can't connect to $data_source: $DBI::errstr"; My Error DBI connect('192.168.3.137','bharani',...) failed: [Microsoft][ODBC Driver Manag er] Data source name not found and no default driver specified (SQL-IM002) at my sqlconnect.pl line 14 Can't connect to dbi:ODBC:192.168.3.137: [Microsoft][ODBC Driver Manager] Data s ource name not found and no default driver specified (SQL-IM002) at mysqlconnect .pl line 14. Information: my sql server present in another system, am just trying to connect with above details, plz tellme, i should crease DSN in my system, or anything i missed in my program

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  • Common causes of slow performing jQuery and how to optimize the code?

    - by Polaris878
    Hello, This might be a bit of a vague or general question, but I figure it might be able to serve as a good resource for other jQuery-ers. I'm interested in common causes of slow running jQuery and how to optimize these cases. We have a good amount of jQuery/JavaScript performing actions on our page... and performance can really suffer with a large number off elements. What are some obvious performance pitfalls you know of with jQuery? What are some general optimizations a jQuery-er can do to squeeze every last bit of performance out of his/her scripts? One example: a developer may use a selector to access an element that is slower than some other way. Thanks

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  • Why should "miter" joints be slower than others?

    - by Hanno Fietz
    I'm having a graphics problem on drawing lines in Flash Player, where two lines drawn on top of each other with different thickness don't align properly if I use any other JointStyle than MITER. For pictures of the effect, and for the graphics oriented part of the question, see my post over on doctype. However, there's also a second angle on this problem, which is: why should drawing the "mitered" joints be so much slower than others? This seems to be a problem since at least FP 8, but I couldn't find any detailed info on what the problem might be. Is this just an ordinary bug that didn't get fixed yet, or is there something inherently slower about drawing these joints? For example, they seem to have something to do with square roots, but I seriously lack understanding of what this joint style thing is all about, technically. It just looks like some minor detail a graphic designer might worry about. I'm asking because I'm wondering if I can do something to mitergate, er, mitigate, the problem.

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  • How to add another style property to this onClick?

    - by Kyle Sevenoaks
    Hi, I made this onlick property for my checkbox, my js-fu is like, not there, how can I simply add a border color property as well as bg color? <div id="akseptwrap"> <span style="left:-20px; position:relative; top:3px;"><img src="http://euroworker.no/public/upload/1_2_arrow.gif"></span> <span id="salgsaksept"> <input tabindex=12 value="1" type="checkbox" name="salgsvilkar" ID="Checkbox2" onclick="document.getElementById('salgsaksept').style.backgroundColor='#E5F7C7';" />&nbsp;Salgs- og leveringsvilkår er lest og akseptert </span> </div> Thanks.

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  • Creating a computer with pencil and paper [closed]

    - by Justian Meyer
    This concept has been brought to my attention before, but many people might know it from this popular comic here, where he uses stones instead of points on a paper. This concept is so abstract to me. A full-functioning computer that can manage algorithms, input, output, etc. without electricity? Surely, it's difficult to visualize because my definition of a computer is not exactly what the word sounds like COMPUTE-ER. Can someone help me bring the concept to light - the understanding, how to make one, etc? It seems like it'd be an interesting read, although I think I wouldn't be able to make it do anything. Many thanks in advance for responses. I've tried searching Google, but all I got were ways to diagram code and chart ideas. -.Justian.

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  • Fastest way to compare Objects of type DateTime

    - by radbyx
    I made this. Is this the fastest way to find lastest DateTime of my collection of DateTimes? I'm wondering if there is a method for what i'm doing inside the foreach, but even if there is, I can't see how it can be faster than what i all ready got. List<StateLog> stateLogs = db.StateLog.Where(p => p.ProductID == product.ProductID).ToList(); DateTime lastTimeStamp = DateTime.MinValue; foreach (var stateLog in stateLogs) { int result = DateTime.Compare(lastTimeStamp, stateLog.TimeStamp); if (result < 0) lastTimeStamp = stateLog.TimeStamp; // sæt fordi timestamp er senere }

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  • Microsoft Access DB Connection

    - by sikas
    I have a Microsoft Access DB (2003) that I want to connect to it using C# .. The problem I'm facing is I don't have Access installed within the office package .. So I was wondering if it is possible to connect to it as a database to retrieve and update the tables .. Thanks. UPDATE I have received the error below: Error Detected: System.InvalidOperationException: The 'Microsoft.Jet.OLEDB.4.0' provider is not registered on the local machine. at System.Data.OleDb.OleDbServicesWrapper.GetDataSource(OleDbConnectionString constr, DataSourceWrapper& datasrcWrapp er) at System.Data.OleDb.OleDbConnectionInternal..ctor(OleDbConnectionString constr, OleDbConnection connection) at System.Data.OleDb.OleDbConnectionFactory.CreateConnection(DbConnectionOptions options, Object poolGroupProviderInf o, DbConnectionPool pool, DbConnection owningObject) at System.Data.ProviderBase.DbConnectionFactory.CreateNonPooledConnection(DbConnection owningConnection, DbConnection PoolGroup poolGroup) at System.Data.ProviderBase.DbConnectionFactory.GetConnection(DbConnection owningConnection) at System.Data.ProviderBase.DbConnectionClosed.OpenConnection(DbConnection outerConnection, DbConnectionFactory conne ctionFactory) at System.Data.OleDb.OleDbConnection.Open() at SampleNamespace.SampleClass.Main()

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  • When is a Transient-scope object Deactivated in Ninject?

    - by nwahmaet
    When an object in Ninject is bound with InTransientScope(), the object isn't placed into the cache, since it's, er, transient and not scoped to anything. When done with the object, I can call kernel.Release(obj); this passes through to the Cache where it retrieves the cached item and calls Pipeline.Deactivate using the cached entry. But since transient objects aren't cached, this doesn't happen. I haven't been able to figure out where (or who) performs the deactivation for transient objects. Or is the assumption that transient objects are only ever activated, and that if I want a deactivateable object, I need to use some other scope?

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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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  • The Kids Are Alright. With Facebook and SMS. But Not Twitter

    - by ultan o'broin
    I delivered a lecture to business and technology freshmen (late teens, I reckon) in Trinity College Dublin recently. I spoke about user experience in enterprise applications, trends that UX pros need to be aware of such as social media, community support, mobile and tablet platforms and a bunch of nuances around those areas (data and device security, privacy, reputation, branding, and so on). It was all fairly high level stuff given the audience, and I included lots of colorful screenshots. Irish-related examples helped to get the message across. During the lecture I did a quick poll. “How many students here use Twitter?” Answer: None. “How many use Facebook?” All (pretty much). So what do these guys like to use instead of Twitter? Easy - text messaging (or SMS if you like). They all had phones. Perhaps I should not have been so surprised about Twitter, but it’s always great to have research validated by some guerilla UX research on the street. There’s already quite a bit of research about teen uptake (or lack) of Twitter, telling us young adults don’t tweet. Twitter is seen as something for er, older people. Affordable devices and data plans that allow students to text really quickly are also popular (BlackBerry, for example). Younger people just luuurve to text each other. A lot.  Facebook versus Twitter for younger folks? Well, we know the story. No contest. I would love to engage more with students like these. I’ll plan for it. It will also be interesting to see if Twitter becomes more important to them over time. There were a few other interesting observations about the lack of uptake of Foursquare, Gowalla and mobile apps like that. I  don’t think there’s a huge uptake in these kind of apps in Ireland anyway, but maybe students have different priorities anyway?   I’ll return to that another day. Technorati Tags: Gowalla,FourSquare,Twitter,UX,user experience,user assistance,Trinity College Dublin

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  • ORACLE Forms Upgrade Workshops

    - by Thomas Leopold
       09. Februar 2011 Workshop: Forms Upgrade von 10g (iAS) nach 11g (WLS) Oracle Deutschland lädt Sie zu einem Workshop zum Thema Forms Upgrade von 10g (iAS) nach 11g (WLS) ein. Der Workshop ist für Entwickler und Administratoren gedacht, die sich einen Überblick über die Änderungen verschaffen möchten, die sich aus der Migration von 10g auf 11g ergeben. Der Wokshop gibt einen Überblick über die architekturellen Unterschiede zwischen dem Internet Application Server und dem WebLogic Server. Er erläutert die für den Betrieb von Forms-Anwendungen relevanten Unterschiede und Gemeinsamkeiten beider Ansätze. Im HandsOn-Teil migrieren die Teilnehmer selbst einige (exemplarische) Forms-Anwendungen von 10g nach 11g und konfigurieren den WLS zum Betrieb der Forms-Module.   Agenda Beginn: 10:00 Uhr Architektur des WebLogicServers, Unterschiede 10g (iAS) und 11g (WLS) Forms unter WebLogicServer 11g Forms 11g - New Features Administration von Formsanwendungen unter 11g HandsOn: Migration von Forms-Beispielanwendungen Ende: 16:00 Uhr Termine 30. März 2011 - Potsdam | Registrieren 31. März 2011 - Hamburg | Registrieren Technische Voraussetzungen Zur Nutzung des Migrationsassistenten unter 11g müssen die Installationen 10g (iAS) und 11g (WLS) auf einem Server parallel betrieben werden. Dazu ist ein Rechner mit mindestens 4 GB RAM erforderlich; die entsprechenden Installationen werden als virtuelle Maschine zur Verfügung gestellt. Sofern Sie über keinen ausreichend dimensionierten Laptop verfügen, können wir Ihnen für den Workshop ein entsprechendes Gerät ausleihen. Bitte geben Sie dies bei der Anmeldung an, da wir nur über eine begrenzte Anzahl von Leihlaptops verfügen. Wenn Sie den Workshop auf Ihrem Laptop durchführen möchten, beachten Sie bitte die folgenden Systemvoraussetzungen 4 GB RAM Oracle VirtualBox (4.0.2) (incl. GuestAdditions) Anmeldung Zur Anmeldung nutzen Sie bitte die o.a. Links. Der Workshop ist für die Teilnehmer kostenlos. Bei Fragen oder Anmerkungen wenden Sie sich bitte an Christian Kühne (0511-95787-143)ORACLE Deutschland B.V. & Co. KGThurnithistrasse 2-630519 Hannover oder Wolfgang Kriebel (0331 2007 295) ORACLE Deutschland B.V. & Co. KGSchiffbauergasse 1414467 Potsdam ORACLE Deutschland B.V. & Co. KG, Hauptverwaltung: Riesstraße 25, D-80992 München Registergericht: Amtsgericht München, HRA 95603 Komplementärin ORACLE Deutschland Verwaltung B.V. Rijnzathe 6, 3454PV De Meern, Niederlande Handelsregister der Handelskammer Midden-Niederlande, Nr. 30143697 Geschäftsführer: Jürgen Kunz, Marcel van de Molen, Alexander van der Ven  

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