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  • Yippy &ndash; the F# MVVM Pattern

    - by MarkPearl
    I did a recent post on implementing WPF with F#. Today I would like to expand on this posting to give a simple implementation of the MVVM pattern in F#. A good read about this topic can also be found on Dean Chalk’s blog although my example of the pattern is possibly simpler. With the MVVM pattern one typically has 3 segments, the view, viewmodel and model. With the beauty of WPF binding one is able to link the state based viewmodel to the view. In my implementation I have kept the same principles. I have a view (MainView.xaml), and and a ViewModel (MainViewModel.fs).     What I would really like to illustrate in this posting is the binding between the View and the ViewModel so I am going to jump to that… In Program.fs I have the following code… module Program open System open System.Windows open System.Windows.Controls open System.Windows.Markup open myViewModels // Create the View and bind it to the View Model let myView = Application.LoadComponent(new System.Uri("/FSharpWPF;component/MainView.xaml", System.UriKind.Relative)) :?> Window myView.DataContext <- new MainViewModel() :> obj // Application Entry point [<STAThread>] [<EntryPoint>] let main(_) = (new Application()).Run(myView) You can see that I have simply created the view (myView) and then created an instance of my viewmodel (MainViewModel) and then bound it to the data context with the code… myView.DataContext <- new MainViewModel() :> obj If I have a look at my viewmodel (MainViewModel) it looks like this… module myViewModels open System open System.Windows open System.Windows.Input open System.ComponentModel open ViewModelBase type MainViewModel() = // private variables let mutable _title = "Bound Data to Textbox" // public properties member x.Title with get() = _title and set(v) = _title <- v // public commands member x.MyCommand = new FuncCommand ( (fun d -> true), (fun e -> x.ShowMessage) ) // public methods member public x.ShowMessage = let msg = MessageBox.Show(x.Title) () I have exposed a few things, namely a property called Title that is mutable, a command and a method called ShowMessage that simply pops up a message box when called. If I then look at my view which I have created in xaml (MainView.xaml) it looks as follows… <Window xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="F# WPF MVVM" Height="350" Width="525"> <Grid> <Grid.RowDefinitions> <RowDefinition Height="Auto"/> <RowDefinition Height="Auto"/> <RowDefinition Height="*"/> </Grid.RowDefinitions> <TextBox Text="{Binding Path=Title, Mode=TwoWay}" Grid.Row="0"/> <Button Command="{Binding MyCommand}" Grid.Row="1"> <TextBlock Text="Click Me"/> </Button> </Grid> </Window>   It is also very simple. It has a button that’s command is bound to the MyCommand and a textbox that has its text bound to the Title property. One other module that I have created is my ViewModelBase. Right now it is used to store my commanding function but I would look to expand on it at a later stage to implement other commonly used functions… module ViewModelBase open System open System.Windows open System.Windows.Input open System.ComponentModel type FuncCommand (canExec:(obj -> bool),doExec:(obj -> unit)) = let cecEvent = new DelegateEvent<EventHandler>() interface ICommand with [<CLIEvent>] member x.CanExecuteChanged = cecEvent.Publish member x.CanExecute arg = canExec(arg) member x.Execute arg = doExec(arg) Put this all together and you have a basic project that implements the MVVM pattern in F#. For me this is quite exciting as it turned out to be a lot simpler to do than I originally thought possible. Also because I have my view in XAML I can use the XAML designer to design forms in F# which I believe is a much cleaner way to go rather than implementing it all in code. Finally if I look at my viewmodel code, it is actually quite clean and compact…

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  • Good 3D Game Engine for the Horror Genre [on hold]

    - by James Wassall
    I am starting to think about and design (pencil drawings) a simple, horror game. I'm in need of a good engine which supports features like Dynamic Lighting (for a characters flashlight) and dynamic shadows. My first choice was obviously Unity3D, as its free and is (supposedly) the easiest to use. However, I believe that a lot of features are locked for the Pro version (a $1500 investment). Is there any good, free engines that support dynamic events? I have read a lot of posts recommending the Source engine but I don't want to make a mod, I would like to make a fully featured standalone game. I'm not looking for opinions on "Which engine you prefer" or "Which engine do you use", all I would like is to be presented with the facts. -James

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  • What to do with database in dev/production phases of a website?

    - by TheLQ
    For a while now I've been keeping a website I'm developing in the standard dev/production phases. Its been pretty simple: Mercurial repo for dev, repo for production. Do work in dev, get approved, push to production. But now I'm trying to apply this process to a new website that has a database and am struggling on how to figure out a development strategy. What I didn't mention above is that I do all my work on my own repo, push it to dev, then later push it to production, so its 3 different servers. So how do I manage my database? The obvious solution of mysqldump every commit isn't going to happen, and a dump at the end of the day isn't all that helpful when you want to undo later one change that happened in the middle of the day. What is the best way to accomplish this?

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  • How to explain OOP to a matlab programmer?

    - by Oak
    I have a lot of friends who come from electrical / physical / mechanical engineering background, and are curious about what is "OOP" all about. They all know Matlab quite well, so they do have basic programming background; but they have a very hard time grasping a complex type system which can benefit from the concepts OOP introduces. Can anyone propose a way I can try to explain it to them? I'm just not familiar with Matlab myself, so I'm having troubles finding parallels. I think using simple examples like shapes or animals is a bit too abstract for those engineers. So far I've tried using a Matrix interface vs array-based / sparse / whatever implementations, but that didn't work so well, probably because different matrix types are already well-supported in Matlab.

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  • How to have a maintainable and manageable Javascript code base

    - by dade
    I am starting a new job soon as a frontend developer. The App I would be working on is 100% Javascript on the client side. all the server returns is an index page that loads all the Javascript files needed by the app. Now here is the problem: The whole of the application is built around having functions wrapped to different namespaces. And from what I see, a simple function like rendering the HTML of a page can be accomplished by having a call to 2 or more functions across different namespace... My initial thought was "this does not feel like the perfect solution" and I can just envisage a lot of issues with maintaining the code and extending it down the line. Now I would soon start working on taking the project forward and would like to have suggestions on good case practices when it comes to writing and managing a relatively large amount of javascript code.

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  • Why did Ubuntu and Windows start hanging mysteriously after I took a vacation?

    - by Ashrey Goel
    I installed Ubuntu alongside my Windows 7, after partitioning my HDD using Easeus partitioning manager. It was working perfectly, no problems, no data lost or corruption. Then I went away for 2 days and in my absence I don't know what happened in that period, now both Windows 7 and Ubuntu keep hanging continuously, like when you paint and change a brush it'll hang, I mean on very simple commands and I know my computer does not hang on such petty things. I use it for developing music and the specification are: Model: DELL-XPS Processor: Intel i5, 2.53 GHz RAM/Memory: 4GB Hard disk size: 500GB HDD Windows 7 partition: 417 GB Ubuntu Partition: 50 GB Please Help.

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  • Best design for a memory resident tool

    - by Andrew S.
    I apologize if this tends more toward design that programming, but here goes. What design would you recommend for a database that is Memory resident Must run on windows, linux and (at a stretch) the mac Accept multiple queries simultaneously Have minimum overhead, since a search is expected to take <0.25s This program implements a domain-specific search. Think of it as a database, but one that takes advantage of domain specific information to outperform a convential database search (for example, with custom oracle indexing). We have a custom data structure for our data. Our protoype is a simple exe that constructs the database in memory each time it is run. We were thinking that perhaps this program would suffice, but augmented with sockets so it can listen for queries. This database will be static. Its contents will change infrequently. We expect queries, and the solution, to be delivered via a web service.

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  • Mise en oeuvre de composants web via le framework Ellipse, par l'équipe Ellipse

    L'objectif de ce nouveau tutoriel est de vous montrer comment créer des composants web réutilisables via le framework Ellipse. Deux types de composants web peuvent être envisagés : un composant web définit dans une simple classe Java, ou bien un composant web à base d'un modèle XML (TemplatedComponent) afin d'y stocker la mise en page pour le rendu HTML. Bien entendu, nous allons utiliser le plugin Ellipse afin de nous simplifier la construction de ces éléments. Ce tutoriel est accessible à partir de l'adresse suivante : http://ellipse.developpez.com/tutori...s-web-ellipse/ Si vous avez des commentaires ou des questions, n'hésitez pas à compléter cette discussion.

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  • List of custom Launchers & Quicklists for Unity

    - by Nik
    Creating a custom launcher for unity is simple. Quicklists provide a easy and efficient way to quickly access commonly used tasks for a specific application. The steps to create a custom launcher is easy. Right-click on your desktop and click create a launcher. Edit the .desktop file using a text editor and using this you can create static quicklists for the Unity. (more info here and here) So what custom launchers do you use on Unity? Note: Please limit one answer per custom launcher. Also please do provide a screenshot of it in action.

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  • Hack a Wireless Doorbell for Customizable Ring Tones

    - by Jason Fitzpatrick
    When it comes to door bells, why limit yourself to a simple bell toll when you could be alerted to visitors by the Super Mario Bros. theme? This customizable doorbell hack brings ring tones to your front door. Check out the video above to see it assembled and in action, then hit up the link below for the wiring diagrams and step-by-step instructions. How to Add Custom Ringtones to a Wireless Doorbell [via Hacked Gadgets] How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It

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  • Partitioning tutorial - new features in Oracle Database 12c

    - by KLaker
    For data warehousing projects Oracle Partitioning really is a must-have feature because it delivers so many important benefits such as: Dramatically improves query performance and speeds up database maintenance operations Lowers costs by enabling a tiered storage approach that allows data to be stored on the most cost-effective storage for better resource utilisation Combined with Oracle Advanced Compression, it provides an automated approach to information lifecycle management using a simple, efficient, yet powerful way to manage data growth and reduce complexity and costs To help you get the most from partitioning we have released a new tutorial that covers the 12c new features. Topics include how to: Use Interval Reference Partitioning Perform Cascading TRUNCATE and EXCHANGE Operations Move Partitions Online Maintain Multiple Partitions Maintain Global Indexes Asynchronously Use Partial Indexes For more information about this tutorial follow this link to the Oracle Learning Library: http://apex.oracle.com/pls/apex/f?p=44785:24:0::NO:24:P24_CONTENT_ID,P24_PREV_PAGE:8408,2 where you can begin your tutorial right now! For more information about Oracle Partitioning visit our home page on OTN: http://www.oracle.com/technetwork/database/bi-datawarehousing/dbbi-tech-info-part-100980.html

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  • Is it a bad idea to run SELinux and AppArmor at the same time?

    - by jgbelacqua
    My corporate policy says that Linux boxes must be secured with SELinux (so that a security auditor can check the 'yes, we're extremely secure!' checkbox for each server). I had hoped to take advantage of Ubuntu's awesome default AppArmor security. Is it unwise to run both Apparmor and SELinux? (If so, can this bad idea be mitigated with some apparmor and/or selinux tweaks?) Update 1/28 -- Kees Cook has pointed out in his answer the dead simple reason why it's a bad idea to run both -- the Linux kernel says you can't1. [ 1 More precisely, the Linux Security Modules interface framework is designed for a single running implementation, and does not support more than a single running implementation. ] Update 1/27 -- I've accepted the answer from kenny.r , though I would be happier with some more technical reasons of why this would fail, or examples of actual conflicts that this would cause.

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  • 3D/perspective Top down shooter bullet issues

    - by Tseng
    I'm developing a top-down shooter with multiple levels (ground for ground units, middle level for buildings, top level for air unity). The problem is the collision. Though I can make the collider box of a bullet be long enough to reach the ground (and collide with it), the real issue is optical. When the bullet is fired from a aircraft and collides with some object on the ground (building, ground unit) it will be optically offset due to the perspective camera, because it looks like the shot "by-passed" the target as seen below Is there any way to make the bullets collide perspectively correct? I'm using Unity3d Engine and it offers only simple colliders (box, sphere, cylinder, mesh and wheel), though I don't think a cone-formed collider would solve this issue. I'd need a (cheap) way to check if it's overlapping a destructible object? I thought of casting a ray from the camera through the bullet and if it hits something destructible, trigger an action, but that's quite punctual and maybe to performance heavy on certain number of bullets

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  • Distance between two 3D objects' faces

    - by Arthur Gibraltar
    I'm really newbie on programming and I'm making some tests. I couldn't find nowhere on Internet how could I calculate the distance between two 3D objects' faces. Is there anyway? Detailing, as an example, I have two 3D cubes. Each one has a vector3 position designating it's center on the 3D space and an orientation matrix. And each cube has a size (float width, float height and float length). I could get a simple distance between them by calling Vector3.Distance(), but it doesn't consider its sizes, just the position. Then the distance would be between its centers. Is there any way to calculate the distance between the faces? Thanks for any reply.

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  • Are log records removed from ldf file for rollbacks?

    - by TiborKaraszi
    Seems like a simple enough question, right? This question (but more targeted, read on) was raised in an MCT forum. While the discussion was on-going and and I tried to come up with answers, I realized that this question are really several questions. First, what is a rollback? I can see three different types of rollbacks (there might be more, of course): Regular rollback, as in ROLLBACK TRAN (or lost/terminated connection) Rollback done by restore recovery. I.e., end-time of backup included some transaciton...(read more)

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  • Interacting with scene from controller/app delegate cocos2d

    - by cjroebuck
    I'm attempting to make my first cocos2d (for iphone) multiplayer game and having difficulty understanding how to interact with a scene once it is running. The game is a simple turn-based one and so I have a GameController class which co-ordinates the rounds. I also have a GameScene class which is the actual scene that is displayed during a round of the game. The basic interaction I need is for the GameController to be able to pass messages to the GameScene class.. such as StartRound/StopRound etc. The thing that complicates this is that I am loading the GameScene with a LoadingScene class which simply initialises the scene and replaces the current scene with this one, so there is no reference from GameController to GameScene, so passing messages is quite tricky. Does anyone have any ways to get around this, ideally I would still like to use a Loading class as it smooths out the memory hit when replacing scenes.

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  • Distinct Count of Customers in a SCD Type 2 in #DAX

    - by Marco Russo (SQLBI)
    If you have a Slowly Changing Dimension (SCD) Type 2 for your customer and you want to calculate the number of distinct customers that bought a product, you cannot use the simple formula: Customers := DISTINCTCOUNT( FactTable[Customer Id] ) ) because it would return the number of distinct versions of customers. What you really want to do is to calculate the number of distinct application keys of the customers, that could be a lower number than the number you’ve got with the previous formula. Assuming that a Customer Code column in the Customers dimension contains the application key, you should use the following DAX formula: Customers := COUNTROWS( SUMMARIZE( FactTable, Customers[Customer Code] ) ) Be careful: only the version above is really fast, because it is solved by xVelocity (formerly known as VertiPaq) engine. Other formulas involving nested calculations might be more complex and move computation to the formula engine, resulting in slower query. This is absolutely an interesting pattern and I have to say it’s a killer feature. Try to do the same in Multidimensional…

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  • How can I create a facebook style message system in Rails 3?

    - by Angela
    I am trying to create a basic message system that allows users to send messages to each other and display it in a simple "Inbox" that shows both messages received and sent, as well as the status of read or unread. Ideally I could reuse existing code. But if not, can someone provide a framework to help me do it? I started to use a single Message record that has UserMessage - one for the sender, one for the receiver. That way I could have separate status. But I'm not sure I'm quite doing it right and would like some guidance. Thanks.

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  • Stupid Geek Tricks: Disable Windows 7 Aero Peek in Two Clicks

    - by The Geek
    Most of you probably already know how to do this, but earlier today I was showing somebody how to turn Aero Peek off, and they were surprised at just how simple it is—you only have to use two mouse clicks to disable it. This method only disables the setting in the lower-right. If you’d like to disable the taskbar thumbnail version of Aero Peek, you’ll need to read our article on the subject. Or if you’d like to disable the delay, you can do that too.What is a Histogram, and How Can I Use it to Improve My Photos?How To Easily Access Your Home Network From Anywhere With DDNSHow To Recover After Your Email Password Is Compromised

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  • The practical cost of swapping effects

    - by sebf
    I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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  • What is the advantage of a programmers VM apart from portability

    - by user619818
    I can understand the benefits of Java running on a JVM. Portability. Nice simple reason. But I have always been puzzled as to why Microsoft brought out their own version of a JVM - .NET. C# is supposed to be a fine language (haven't used myself) but could Microsoft have launched product to use native. ie to generate an exe? My colleague is learning F#. The reason it has to be a language which runs on .NET is because the Microsoft Lync API which will be used is only available on .NET. ie there is no C API for Lync. A cynical view may be that the reason is vendor lockin. F# will only run on a Microsoft platform (or C# for that matter) and so program is locked in. But maybe I am missing some other benefit of a VM platform?

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  • Multiplayer Game Listen Servers: Ensuring Integrity

    - by Ankit Soni
    I'm making a simple multiplayer game of Tic Tac Toe in Python using Bridge (its an RPC service built over a message queue - RabbitMQ) and I'd like to structure it so that the client and the server are just one file. When a user runs the game, he is offered a choice to either create a game or join an existing game. So when a user creates a game, the program will create the game and also join him as a player to the game. This is basically a listen server (as opposed to a dedicated server) - a familiar concept in multiplayer games. I came across a really interesting question while trying to make this - how can I ensure that the player hosting the game doesn't tamper with it (or atleast make it difficult)? The player hosting the game has access to the array used to store the board etc., and these must be stored in the process' virtual memory, so it seems like this is impossible. On the other hand, many multiplayer games use this model for LAN games.

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  • Some datatypes doesn't honor localization

    - by Peter Larsson
    This bug has haunted me for a while, until today when I decided to not accept it anymore. So I filed a bug over at connect.microsoft.com, https://connect.microsoft.com/SQLServer/feedback/details/636074/some-datatypes-doesnt-honor-localization, and if you feel the way I do, please vote for this bug to be fixed. Here is a very simple repro of the problem DECLARE  @Sample TABLE          (              a DECIMAL(38, 19),              b FLOAT          ) INSERT   @Sample          (              a,              b          ) VALUES   (1E / 7E, 1E / 7E) SELECT   * FROM     @Sample Here is the actual output.                                       a                      b --------------------------------------- ----------------------                   0.1428571428571428400      0,142857142857143   I think that both columns should have the same decimal separator, don't you? //Peter

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  • Read All Text from Textfile with Encoding in Windows RT

    - by jdanforth
    A simple extension for reading all text from a text file in WinRT with a specific encoding, made as an extension to StorageFile: public static class StorageFileExtensions {     async public static Task<string> ReadAllTextAsync(this StorageFile storageFile)     {         var buffer = await FileIO.ReadBufferAsync(storageFile);         var fileData = buffer.ToArray();         var encoding = Encoding.GetEncoding("Windows-1252");         var text = encoding.GetString(fileData, 0, fileData.Length);         return text;     } }

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  • C++ Game engine time scale

    - by I Phantasm I
    i have begun creating a very simple game engine and i am trying to work out how to create a time scale for the game.by time scale i mean some way of increasing and decreasing the speed of the game(not the fps) like creating a slow motion effect ... i have no idea how this could be accomplished so any help would be appreciated. if this help im using windows, Opengl and C++ in the game engine... How my engine is setup i have an update and draw function...update is called 25 times per second while display is called as much as possible.

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