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  • populate CoreData data model from JSON files prior to app start

    - by johannes_d
    I am creating an iPad App that displays data I got from an API in JSON format. My Core Data model has several entities(Countries, Events, Talks, ...). For each entity I have one .json file that contains all instances of the entity and its attributes as well as its relationships. I would like to populate my Core Data data model with these entities before the start of the App (otherwise it takes about 15 minutes for the iPad to create all the instances of the entities from the several JSON files using factory methods). I am currently importing the data into CoreData like this: -(void)fetchDataIntoDocument:(UIManagedDocument *)document { dispatch_queue_t dataQ = dispatch_queue_create("Data import", NULL); dispatch_async(dataQ, ^{ //Fetching data from application bundle NSURL *tedxgroupsurl = [[NSBundle mainBundle] URLForResource:@"contries" withExtension:@"json"]; NSURL *tedxeventsurl = [[NSBundle mainBundle] URLForResource:@"events" withExtension:@"json"]; //converting the JSON files to NSDictionaries NSError *error = nil; NSDictionary *countries = [NSJSONSerialization JSONObjectWithData:[NSData dataWithContentsOfURL:countriesurl] options:kNilOptions error:&error]; countries = [countries objectForKey:@"countries"]; NSDictionary *events = [NSJSONSerialization JSONObjectWithData:[NSData dataWithContentsOfURL:eventsurl] options:kNilOptions error:&error]; events = [events objectForKey:@"events"]; //creating entities using factory methods in NSManagedObject Subclasses (Country / Event) [document.managedObjectContext performBlock:^{ NSLog(@"creating countries"); for (NSDictionary *country in countries) { [Country countryWithCountryInfo:country inManagedObjectContext:document.managedObjectContext]; //creating Country entities } NSLog(@"creating events"); for (NSDictionary *event in events) { [Event eventWithEventInfo:event inManagedObjectContext:document.managedObjectContext]; // creating Event entities } NSLog(@"done creating, saving document"); [document saveToURL:document.fileURL forSaveOperation:UIDocumentSaveForOverwriting completionHandler:NULL]; }]; }); dispatch_release(dataQ); } This combines the different JSON files into one UIManagedDocument which i can then perform fetchRequests on to populate tableViews, mapView, etc. I'm looking for a way to create this document outside my application & add it to the mainBundle. Then I could copy it once to the apps DocumentsDirectory and be able I use it (instead of creating the Document within the app from the original JSON files). Any help is appreciated!

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  • Calculating percentiles in Excel with "buckets" data instead of the data list itself

    - by G B
    I have a bunch of data in Excel that I need to get certain percentile information from. The problem is that instead of having the data set made up of each value, I instead have info on the number of or "bucket" data. For example, imagine that my actual data set looks like this: 1,1,2,2,2,2,3,3,4,4,4 The data set that I have is this: Value No. of occurrences 1 2 2 4 3 2 4 3 Is there an easy way for me to calculate percentile information (as well as the median) without having to explode the summary data out to full data set? (Once I did that, I know that I could just use the Percentile(A1:A5, p) function) This is important because my data set is very large. If I exploded the data out, I would have hundreds of thousands of rows and I would have to do it for a couple of hundred data sets. Help!

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  • Model self referential collections in Rails

    - by Najitaka
    I have written an application for an online clothing store in Rails 2.3.5. I want to show related Products when a customer views the Product Detail page. For example, if the customer views the detail page for a suit, I'd like to display the accessory products that match the dress such as a vest, shoes, and belt. I have named the related products an Ensemble. However, the vest, shoes, and belts are also Products which is what has me struggling. I have it working as follows but I know it's not the Rails way. I have a Products table for all of the products. Not important here but I also have a ProductDetails table. I have an Ensembles table that has the following columns: product_id - the main or origination product, the one displayed on the detail page outfit_id - the related or accessory product In setting up the data, on the Products list, for each Product I have an Ensemble link. This link takes you to the index action in the Ensembles controller. Using the id from the "main" Product, I find all of the associated Ensemble rows by product_id or I create a new ensemble and assign the id from the main product as the product_id. I'd like to just be able to do @product.related_products to get an Ensemble collection. Also on the index page I list the columns of the main product so the user can be sure their main product was the one they selected from the list. I also have a select list of the other products, with an Add to Ensemble action. Finally on the same index page, I have a table that displays the products that are already in the ensemble and in that list each row has a destroy link to remove a particular product from the ensemble. It would be nice if given a single Ensemble row @ensemble I could do @ensemble.product to get the Product related to the outfit_id of the ensemble row. I've got it working without associations but I have to run queries in the controller to build my own @product, @ensemble, and @ensembles collections. Also the only way I found to destroy an ensemble row is by Ensemble.connection.delete(sql to delete), simple @ensemble.destroy doesn't work. Anyone know how I would set up the associations or have a link to a site explaining a similar setup. None of the examples I found use the same table. They have A related to B through C. I want A related to other A through B.

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  • Open Data, Government and Transparency

    - by Tori Wieldt
    A new track at TDC (The Developer's Conference in Sao Paulo, Brazil) is titled Open Data. It deals with open data, government and transparency. Saturday will be a "transparency hacker day" where developers are invited to create applications using open data from the Brazilian government.  Alexandre Gomes, co-lead of the track, says "I want to inspire developers to become "Civic hackers:" developers who create apps to make society better." It is a chance for developers to do well and do good. There are many opportunities for developers, including monitoring government expenditures and getting citizens involved via social networks. The open data movement is growing worldwide. One initiative, the Open Government Partnership, is working to make government data easier to find and access. Making this data easily available means that with the right applications, it will be easier for people to make decisions and suggestions about government policies based on detailed information. Last April, the Open Government Partnership held its annual meeting in Brasilia, the capitol of Brazil. It was a great success showcasing the innovative work being done in open data by governments, civil societies and individuals around the world. For example, Bulgaria now publishes daily data on budget spending for all public institutions. Alexandre Gomes Explains Open Data At TDC, the Open Data track will include a presentation of examples of successful open data projects, an introduction to the semantic web, how to handle big data sets, techniques of data visualization, and how to design APIs.The other track lead is Christian Moryah Miranda, a systems analyst for the Brazilian Government's Ministry of Planning. "The Brazilian government wholeheartedly supports this effort. In order to make our data available to the public, it forces us to be more consistent with our data across ministries, and that's a good step forward for us," he said. He explained the government knows they cannot achieve everything they would like without help from the public. "It is not the government versus the people, rather citizens are partners with the government, and together we can achieve great things!" Miranda exclaimed. Saturday at TDC will be a "transparency hacker day" where developers will be invited to create applications using open data from the Brazilian government. Attendees are invited to pitch their ideas, work in small groups, and present their project at the end of the conference. "For example," Gomes said, "the Brazilian government just released the salaries of all government employees and I can't wait to see what developers can do with that." Resources Open Government Partnership  U.S. Government Open Data ProjectBrazilian Government Open Data ProjectU.K. Government Open Data Project 2012 International Open Government Data Conference 

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  • How was your experience working as a game tester?

    - by MrDatabase
    I'm currently an independent game developer. I'm open to the idea of working on a team in the game industry. I'm under the impression that being a "game tester" is a relatively easy way to get a job... however that job may be somewhat undesirable. So how was your experience working as a tester in the game industry? Some interesting experiences could include: Did the game tester position lead to other more desirable positions? How were the relationships between testers and developers? Did you write any code? (test "frameworks", unit tests etc) If bugs made it into production was any (potentially unfair) blame put on the testers?

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  • In general, are programmers or artists paid better?

    - by jokoon
    I'm in a private game programming school where there also are 3D art classes; sadly, there seems to be a lot more students in those latter classes, something like 50% or 100% more. So I was wondering: in the real video game industry, which of the artist/modeler or the programmer is more likely to be wanted in a company, so who will be paid more ? I'm sure there are artists which are obviously paid better than other programmers and I'm sure there are other sorts of jobs in the game industry (sound, management, testers), but I wanted to know if there is a general tendency for one or the other. And sometime I wonder even if an artist can happen to write scripts...

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  • References about Game Engine Architecture in AAA Games

    - by sharethis
    Last weeks I focused on game engine architecture and learned a lot about different approaches like component based, data driven, and so on. I used them in test applications and understand their intention but none of them looks like the holy grail. So I wonder how major games in the industry ("AAA Games") solve different architecture problems. But I noticed that there are barely references about game engine architecture out there. Do you know any resources of game engine architecture of major game titles like Battlefield, Call of Duty, Crysis, Skyrim, and so on? Doesn't matter if it is an article of a game developer or a wiki page or an entire book. I read this related popular question: Good resources for learning about game architecture? But it is focused on learning books rather than approaches in the industry. Hopefully the breadth of our community can carry together certain useful informations! Thanks a lot! Edit: This question is focused but not restricted to first person games.

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  • Behaviour Driven Maturity Model

    - by Michael Stephenson
    Originally posted on: http://geekswithblogs.net/michaelstephenson/archive/2013/07/02/153326.aspxFor anyone who is interested I have written a small paper about the theory behind the BizTalk Maturity Assessment using a generic framework I have called the "Behaviour Driven Maturity Model" and then how it could be applied to the assessment of other subjects.The paper is on the following link:http://btsmaturity.blob.core.windows.net/behaviour-driven-model/Behaviour%20Based%20Maturity%20Model%20-%20Introduction.pdfIf you would like to create a model for a different subject area based on the details of this paper then I would encourage this as much as possible, all I ask is the following:1. Let us know your doing it so we can help tell people about each others activities2. Make it free to the community3. Reference back to BizTalkMaturity.com as the source of your model

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  • Master Data Management and Cloud Computing

    - by david.butler(at)oracle.com
    Cloud Computing is all the rage these days. There are many reasons why this is so. But like its predecessor, Service Oriented Architecture, it can fall on hard times if the underlying data is left unmanaged. Master Data Management is the perfect Cloud companion. It can materially increase the chances for successful Cloud initiatives. In this blog, I'll review the nature of the Cloud and show how MDM fits in.   Here's the National Institute of Standards and Technology Cloud definition: •          Cloud computing is a model for enabling convenient, on-demand network access to a shared pool of configurable computing resources that can be rapidly provisioned and released with minimal management effort or service provider interaction.   Cloud architectures have three main layers: applications or Software as a Service (SaaS), Platforms as a Service (PaaS), and Infrastructure as a Service (IaaS). SaaS generally refers to applications that are delivered to end-users over the Internet. Oracle CRM On Demand is an example of a SaaS application. Today there are hundreds of SaaS providers covering a wide variety of applications including Salesforce.com, Workday, and Netsuite. Oracle MDM applications are located in this layer of Oracle's On Demand enterprise Cloud platform. We call it Master Data as a Service (MDaaS). PaaS generally refers to an application deployment platform delivered as a service. They are often built on a grid computing architecture and include database and middleware. Oracle Fusion Middleware is in this category and includes the SOA and Data Integration products used to connect SaaS applications including MDM. Finally, IaaS generally refers to computing hardware (servers, storage and network) delivered as a service.  This typically includes the associated software as well: operating systems, virtualization, clustering, etc.    Cloud Computing benefits are compelling for a large number of organizations. These include significant cost savings, increased flexibility, and fast deployments. Cost advantages include paying for just what you use. This is especially critical for organizations with variable or seasonal usage. Companies don't have to invest to support peak computing periods. Costs are also more predictable and controllable. Increased agility includes access to the latest technology and experts without making significant up front investments.   While Cloud Computing is certainly very alluring with a clear value proposition, it is not without its challenges. An IDC survey of 244 IT executives/CIOs and their line-of-business (LOB) colleagues identified a number of issues:   Security - 74% identified security as an issue involving data privacy and resource access control. Integration - 61% found that it is hard to integrate Cloud Apps with in-house applications. Operational Costs - 50% are worried that On Demand will actually cost more given the impact of poor data quality on the rest of the enterprise. Compliance - 49% felt that compliance with required regulatory, legal and general industry requirements (such as PCI, HIPAA and Sarbanes-Oxley) would be a major issue. When control is lost, the ability of a provider to directly manage how and where data is deployed, used and destroyed is negatively impacted.  There are others, but I singled out these four top issues because Master Data Management, properly incorporated into a Cloud Computing infrastructure, can significantly ameliorate all of these problems. Cloud Computing can literally rain raw data across the enterprise.   According to fellow blogger, Mike Ferguson, "the fracturing of data caused by the adoption of cloud computing raises the importance of MDM in keeping disparate data synchronized."   David Linthicum, CTO Blue Mountain Labs blogs that "the lack of MDM will become more of an issue as cloud computing rises. We're moving from complex federated on-premise systems, to complex federated on-premise and cloud-delivered systems."    Left unmanaged, non-standard, inconsistent, ungoverned data with questionable quality can pollute analytical systems, increase operational costs, and reduce the ROI in Cloud and On-Premise applications. As cloud computing becomes more relevant, and more data, applications, services, and processes are moved out to cloud computing platforms, the need for MDM becomes ever more important. Oracle's MDM suite is designed to deal with all four of the above Cloud issues listed in the IDC survey.   Security - MDM manages all master data attribute privacy and resource access control issues. Integration - MDM pre-integrates Cloud Apps with each other and with On Premise applications at the data level. Operational Costs - MDM significantly reduces operational costs by increasing data quality, thereby improving enterprise business processes efficiency. Compliance - MDM, with its built in Data Governance capabilities, insures that the data is governed according to organizational standards. This facilitates rapid and accurate reporting for compliance purposes. Oracle MDM creates governed high quality master data. A unified cleansed and standardized data view is produced. The Oracle Customer Hub creates a single view of the customer. The Oracle Product Hub creates high quality product data designed to support all go-to-market processes. Oracle Supplier Hub dramatically reduces the chances of 'supplier exceptions'. Oracle Site Hub masters locations. And Oracle Hyperion Data Relationship Management masters financial reference data and manages enterprise hierarchies across operational areas from ERP to EPM and CRM to SCM. Oracle Fusion Middleware connects Cloud and On Premise applications to MDM Hubs and brings high quality master data to your enterprise business processes.   An independent analyst once said "Poor data quality is like dirt on the windshield. You may be able to drive for a long time with slowly degrading vision, but at some point, you either have to stop and clear the windshield or risk everything."  Cloud Computing has the potential to significantly degrade data quality across the enterprise over time. Deploying a Master Data Management solution prior to or in conjunction with a move to the Cloud can insure that the data flowing into the enterprise from the Cloud is clean and governed. This will in turn insure that expected returns on the investment in Cloud Computing will be realized.       Oracle MDM has proven its metal in this area and has the customers to back that up. In fact, I will be hosting a webcast on Tuesday, April 10th at 10 am PT with one of our top Cloud customers, the Church Pension Group. They have moved all mainline applications to a hosted model and use Oracle MDM to insure the master data is managed and cleansed before it is propagated to other cloud and internal systems. I invite you join Martin Hossfeld, VP, IT Operations, and Danette Patterson, Enterprise Data Manager as they review business drivers for MDM and hosted applications, how they did it, the benefits achieved, and lessons learned. You can register for this free webcast here.  Hope to see you there.

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  • XNA 4 Deferred Rendering deforms the model

    - by Tomáš Bezouška
    I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks like: http://imageshack.us/photo/my-images/690/survival.png/ what it should look like: http://imageshack.us/photo/my-images/521/survival2.png/ (Please ignora the cars, they shouldn't be there. Nothing changes when they are removed) Im using Deferred renderer from www.catalinzima.com/tutorials/deferred-rendering-in-xna/introduction-2/ except very simplified, without the custom content processor. Here's the code for the GBuffer shader: float4x4 World; float4x4 View; float4x4 Projection; float specularIntensity = 0.001f; float specularPower = 3; texture Texture; sampler diffuseSampler = sampler_state { Texture = (Texture); MAGFILTER = LINEAR; MINFILTER = LINEAR; MIPFILTER = LINEAR; AddressU = Wrap; AddressV = Wrap; }; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; float2 TexCoord : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : TEXCOORD1; float2 Depth : TEXCOORD2; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; //pass the texture coordinates further output.Normal = mul(input.Normal,World); //get normal into world space output.Depth.x = output.Position.z; output.Depth.y = output.Position.w; return output; } struct PixelShaderOutput { half4 Color : COLOR0; half4 Normal : COLOR1; half4 Depth : COLOR2; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; output.Color = tex2D(diffuseSampler, input.TexCoord); //output Color output.Color.a = specularIntensity; //output SpecularIntensity output.Normal.rgb = 0.5f * (normalize(input.Normal) + 1.0f); //transform normal domain output.Normal.a = specularPower; //output SpecularPower output.Depth = input.Depth.x / input.Depth.y; //output Depth return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } And here are the rendering parts in XNA: public void RednerModel(Model model, Matrix world) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default; Game.GraphicsDevice.BlendState = BlendState.Opaque; Game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; foreach (ModelMesh mesh in model.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { GBufferEffect.Parameters["View"].SetValue(Camera.Instance.ViewMatrix); GBufferEffect.Parameters["Projection"].SetValue(Camera.Instance.ProjectionMatrix); GBufferEffect.Parameters["World"].SetValue(boneTransforms[mesh.ParentBone.Index] * world); GBufferEffect.Parameters["Texture"].SetValue(meshPart.Effect.Parameters["Texture"].GetValueTexture2D()); GBufferEffect.Techniques[0].Passes[0].Apply(); RenderMeshpart(mesh, meshPart); } } } private void RenderMeshpart(ModelMesh mesh, ModelMeshPart part) { Game.GraphicsDevice.SetVertexBuffer(part.VertexBuffer); Game.GraphicsDevice.Indices = part.IndexBuffer; Game.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount); } I import the model using the built in content processor for FBX. The FBX is created in 3DS Max. I don't know the exact details of that export, but if you think it might be relevant, I will get them from my collegue who does them. What confuses me though is why the BasicEffect approach works... seems the FBX shouldnt be a problem. Any thoughts? They will be greatly appreciated :)

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  • A Semantic Model For Html: TagBuilder and HtmlTags

    - by Ryan Ohs
    In this post I look into the code smell that is HTML literals and show how we can refactor these pesky strings into a friendlier and more maintainable model.   The Problem When I started writing MVC applications, I quickly realized that I built a lot of my HTML inside HtmlHelpers. As I did this, I ended up moving quite a bit of HTML into string literals inside my helper classes. As I wanted to add more attributes (such as classes) to my tags, I needed to keep adding overloads to my helpers. A good example of this end result is the default html helpers that come with the MVC framework. Too many overloads make me crazy! The problem with all these overloads is that they quickly muck up the API and nobody can remember exactly what order the parameters go in. I've seen many presenters (including members of the ASP.NET MVC team!) stumble before realizing that their view wasn't compiling because they needed one more null parameter in the call to Html.ActionLink(). What if instead of writing Html.ActionLink("Edit", "Edit", null, new { @class = "navigation" }) we could do Html.LinkToAction("Edit").Text("Edit").AddClass("navigation") ? Wouldn't that be much easier to remember and understand?  We can do this if we introduce a semantic model for building our HTML.   What is a Semantic Model? According to Martin Folwer, "a semantic model is an in-memory representation, usually an object model, of the same subject that the domain specific language describes." In our case, the model would be a set of classes that know how to render HTML. By using a semantic model we can free ourselves from dealing with strings and instead output the HTML (typically via ToString()) once we've added all the elements and attributes we desire to the model. There are two primary semantic models available in ASP.NET MVC: MVC 2.0's TagBuilder and FubuMVC's HtmlTags.   TagBuilder TagBuilder is the html builder that is available in ASP.NET MVC 2.0. I'm not a huge fan but it gets the job done -- for simple jobs.  Here's an overview of how to use TagBuilder. See my Tips section below for a few comments on that example. The disadvantage of TagBuilder is that unless you wrap it up with our own classes, you still have to write the actual tag name over and over in your code. eg. new TagBuilder("div") instead of new DivTag(). I also think it's method names are a little too long. Why not have AddClass() instead of AddCssClass() or Text() instead of SetInnerText()? What those methods are doing should be pretty obvious even in the short form. I also don't like that it wants to generate an id attribute from your input instead of letting you set it yourself using external conventions. (See GenerateId() and IdAttributeDotReplacement)). Obviously these come from Microsoft's default approach to MVC but may not be optimal for all programmers.   HtmlTags HtmlTags is in my opinion the much better option for generating html in ASP.NET MVC. It was actually written as a part of FubuMVC but is available as a stand alone library. HtmlTags provides a much cleaner syntax for writing HTML. There are classes for most of the major tags and it's trivial to create additional ones by inheriting from HtmlTag. There are also methods on each tag for the common attributes. For instance, FormTag has an Action() method. The SelectTag class allows you to set the default option or first option independent from adding other options. With TagBuilder there isn't even an abstraction for building selects! The project is open source and always improving. I'll hopefully find time to submit some of my own enhancements soon.   Tips 1) It's best not to have insanely overloaded html helpers. Use fluent builders. 2) In html helpers, return the TagBuilder/tag itself (not a string!) so that you can continue to add attributes outside the helper; see my first sample above. 3) Create a static entry point into your builders. I created a static Tags class that gives me access all the HtmlTag classes I need. This way I don't clutter my code with "new" keywords. eg. Tags.Div returns a new DivTag instance. 4) If you find yourself doing something a lot, create an extension method for it. I created a Nest() extension method that reads much more fluently than the AddChildren() method. It also accepts a params array of tags so I can very easily nest many children.   I hope you have found this post helpful. Join me in my war against HTML literals! I’ll have some more samples of how I use HtmlTags in future posts.

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  • Workaround: XNA 4 importing only part of 3d model from FBX

    - by Vitus
    Recently I found a problem with importing 3D models from FBX files: it sometimes imported partly. That is when you draw a 3D model, loaded from FBX file, processed by content pipeline, you got only part of meshes. “Sometimes” means that you got this error only for some files. Results of my research below. For example, I have 10Mb binary FBX file with a model, looks like: And when I load it, result Model instance contains only part of meshes and looks like: Because models from other files imported normally, I think that it’s a “bad format” file. When you add FBX file to your XNA Content project and build it, imported file processing by XNA Fbx Importer & Processor. On MSDN I found that FbxImporter designed to work with 2006.11 version of FBX format. My file is FBX 2012 format. Ok, I need to convert it to 2006 format. It can be done by using Autodesk FBX Converter 2012.1. I tried to convert it to other versions of FBX formats, but without success. And I also tried to import my FBX file to 3D MAX, and it imported correctly. Then I export model using 3D MAX, and it generate me other FBX, which I add to my XNA project. After that I got full model, that rendered well! So, internal data structure of FBX file is more important for right XNA import, than it version! Unfortunately, Autodesk FBX is not an open file format. If you want to work with FBX, you should use Autodesk FBX SDK. This way you can manually read content of FBX file, and use it everyway. Then I tried to convert my source FBX file to DAE Collada, and result DAE file back to FBX, using FBX Converter (FBX –> DAE –> FBX). The result FBX file can be imported normally.   Conclusion: XNA FbxImporter correct work doesn't depend on version (2006, 2011, etc) and form (binary, ascii) of FBX file. Internal FBX data structure much more important. To make FBX "readable" for XNA Importer you can use double conversion like FBX -> Collada -> FBX You also can use FBX SDK to manually load data from FBX P.S. Autodesk FBX Converter 2012 is more, than simple converter. It provide you tools like: FBX Explorer, which show you structure of FBX file; FBX Viewer, which render content of FBX and provide basic intercation like model move and zoom; FBX Take Manager, which allow to work with embedded animations

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  • asp.net mvc vs angular.js model binding

    - by aw04
    So I've noticed a trend lately of .net web developers using angular.js on the client side of applications and I've become more curious as I play around with angular and compare it to how I would do things in asp.net mvc. I'll give a quick example of what really got me thinking. I recently came across a situation at work (I work in a .net environment) where I needed to create a table bound to a collection of objects that had the ability to add and remove rows/items from the collection. I had an add button that created a new object and appended a row to the end of the table, and a remove button in each row to remove a particular object/row. Using asp.net mvc, I first found myself making an ajax call to the server for each operation, updating the server side model, and refreshing part of the page to show the result in the table. This worked but I didn't really like the idea of calling the server to update the model each time, so I tried to come up with a solution to do this on the client side. It turned out to be quite a task, as I had to generate the html on add with validation and all and the correct indexing for the model binding to work. It got worse on remove, as I ended up with a crazy string replace function to recreate the indexes on each item to satisfy the binding requirements (if an item other than the last is removed, the indexes are no longer correct). Now out of curiosity, I tried to recreate this at home in angular (which I had no experience with) and it took me all of about 10 minutes with simple functions to add and remove items from the client side model. This is just one example, but it seems to me that I'm able to achieve the same results with far fewer calls to the server in angular because of the fact that it binds to a client side model. So my question is, is this a distinct advantage of using a javascript mvc framework or am I somehow under utilizing the power of asp.net mvc and am I right in thinking that these operations should be done on the client and have no business requiring calls to the server?

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  • Pitch camera around model

    - by ChocoMan
    Currently, my camera rotates with my model's Y-Axis (yaw) perfectly. What I'm having trouble with is rotating the X-Axis (pitch) along with it. I've tried the same method for cameraYaw() in the form of cameraPitch(), while adjusting the axis to Vector.Right, but the camera wouldn't pitch at all in accordance to the Y-Axes of the controller. Is there a way similar to this to get the same effect for pitching the camera around the model? // Rotates model on its own Y-axis public void modelRotMovement(GamePadState pController) { Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); } // Orbit (yaw) Camera around model public void cameraYaw(Vector3 axis, float yaw, float pitch) { Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axis, yaw)) + ModelLoad.camTarget; } public void updateCamera() { cameraYaw(Vector3.Up, Yaw); }

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  • Can anyone explain to me what problem Core Data solves?

    - by Curtis Sumpter
    Core Data seems to add a needless layer of complexity. If you want to save data created natively by the user in an app why not just use an object and then write the data all to SQLite or back to a server using a RESTful script if necessary. Android doesn't have Core Data (though if it has something similar I haven't seen it.). What the heck is the point of buggy CD except useless needless overhead for people who can't write SQL or CGI scripts?

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  • Difference between "Data Binding'","Data Hiding","Data Wraping" and "Encapsulation"?

    - by krishna Chandra
    I have been studying the conpects of Object oriented programming. Still I am not able to distinguish between the following concepts of object oriented programming.. a) Data Binding b) Data Hiding c) Data Wrapping d) encapsulation e) Data Abstraction I have gone through a lot of books ,and I also search the difference in google. but still I am not able to make the difference between these? Could anyone please help me ?

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  • Retrieving model position after applying modeltransforms in XNA

    - by Glen Dekker
    For this method that the goingBeyond XNA tutorial provides, it would be really convenient if I could retrieve the new position of the model after I apply all the transforms to the mesh. I have edited the method a little for what I need. Does anyone know a way I can do this? public void DrawModel( Camera camera ) { Matrix scaleY = Matrix.CreateScale(new Vector3(1, 2, 1)); Matrix temp = Matrix.CreateScale(100f) * scaleY * rotationMatrix * translationMatrix * Matrix.CreateRotationY(MathHelper.Pi / 6) * translationMatrix2; Matrix[] modelTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(modelTransforms); if (camera.getDistanceFromPlayer(position+position1) > 3000) return; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = modelTransforms[mesh.ParentBone.Index] * temp * worldMatrix; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; } mesh.Draw(); } }

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  • How to draw textures on a model

    - by marc wellman
    The following code is a complete XNA 3.1 program almost unaltered to that code skeleton Visual Studio is creating when creating a new project. The only things I have changed are imported a .x model to the content folder of the VS solution. (the model is a simple square with a texture spanning over it - made in Google Sketchup and exported with several .x exporters) in the Load() method I am loading the .x model into the game. The Draw() method uses a BasicEffect to render the model. Except these three things I haven't added any code. Why does the model does not show the texture ? What can I do to make the texture visible ? This is the texture file (a standard SketchUp texture from the palette): And this is what my program looks like - as you can see: No texture! Find below the complete source code of the program AND the complete .x file: namespace WindowsGame1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } Model newModel; /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: usse this.Content to load your game content here newModel = Content.Load<Model>(@"aau3d"); foreach (ModelMesh mesh in newModel.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { meshPart.Effect = new BasicEffect(this.GraphicsDevice, null); } } } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { if (newModel != null) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[newModel.Bones.Count]; newModel.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in newModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.TextureEnabled = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(new Vector3(0, 0, 0)); effect.View = Matrix.CreateLookAt(new Vector3(200, 1000, 200), Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), 0.75f, 1.0f, 10000.0f); } mesh.Draw(); } } base.Draw(gameTime); } } } This is the model I am using (.x): xof 0303txt 0032 // SketchUp 6 -> DirectX (c)2008 edecadoudal, supports: faces, normals and textures Material Default_Material{ 1.0;1.0;1.0;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; } Material _Groundcover_RiverRock_4inch_{ 0.568627450980392;0.494117647058824;0.427450980392157;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; TextureFilename { "aau3d.xGroundcover_RiverRock_4inch.jpg"; } } Mesh mesh_0{ 4; -81.6535;0.0000;74.8031;, -0.0000;0.0000;0.0000;, -81.6535;0.0000;0.0000;, -0.0000;0.0000;74.8031;; 2; 3;0,1,2, 3;1,0,3;; MeshMaterialList { 2; 2; 1, 1; { Default_Material } { _Groundcover_RiverRock_4inch_ } } MeshTextureCoords { 4; -2.1168,-3.4022; 1.0000,-0.0000; 1.0000,-3.4022; -2.1168,-0.0000;; } MeshNormals { 4; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000;; 2; 3;0,1,2; 3;1,0,3;; } }

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  • loading 3d model data into buffers

    - by mulletdevil
    I am using assimp to load 3d model data. I have noticed that each loaded model is made up of different meshes. I was wondering should each mesh have it's own vertex/index buffer or should there just be one for the whole model? From looking through the index data that is loaded it seems to suggest that I will need a vertex buffer per mesh but I'm not 100% sure. I am using C++ and DirectX9 Thank you, Mark

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  • Textures of .x model deformed in XNA

    - by marc wellman
    I want to have a 3D model with textures built in SketchUp 8 be imported as a .x model in XNA. So far I have used several .x exporters like http://edecadoudal.googlepages.com/xExporter.rb 3D RAD zbylsxexporter With all of them I have the same problem: The model gets built correctly but the textures are deformed. The sizes of my texture files are multiples of four and inside Sketchup the model looks prefect. That's the texture file which is 256x256: And this is how it looks like in my XNA program: What can I do?

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  • Recover harddrive data

    - by gameshints
    I have a dell laptop that recently "died" (It would get the blue screen of death upon starting) and the hard drive would make a weird cyclic clicking noises. I wanted to see if I could use some tools on my linux machine to recover the data, so I plugged it into there. If I run "fdisk" I get: Disk /dev/sdb: 20.0 GB, 20003880960 bytes 64 heads, 32 sectors/track, 19077 cylinders Units = cylinders of 2048 * 512 = 1048576 bytes Disk identifier: 0x64651a0a Disk /dev/sdb doesn't contain a valid partition table Fine, the partition table is messed up. However if I run "testdisk" in attempt to fix the table, it freezes at this point, making the same cyclical clicking noises: Disk /dev/sdb - 20 GB / 18 GiB - CHS 19078 64 32 Analyse cylinder 158/19077: 00% I don't really care about the hard drive working again, and just the data, so I ran "gpart" to figure out where the partitions used to be. I got this: dev(/dev/sdb) mss(512) chs(19077/64/32)(LBA) #s(39069696) size(19077mb) * Warning: strange partition table magic 0x2A55. Primary partition(1) type: 222(0xDE)(UNKNOWN) size: 15mb #s(31429) s(63-31491) chs: (0/1/1)-(3/126/63)d (0/1/32)-(15/24/4)r hex: 00 01 01 00 DE 7E 3F 03 3F 00 00 00 C5 7A 00 00 Primary partition(2) type: 007(0x07)(OS/2 HPFS, NTFS, QNX or Advanced UNIX) (BOOT) size: 19021mb #s(38956987) s(31492-38988478) chs: (4/0/1)-(895/126/63)d (15/24/5)-(19037/21/31)r hex: 80 00 01 04 07 7E FF 7F 04 7B 00 00 BB 6F 52 02 So I tried to mount just to the old NTFS partition, but got an error: sudo mount -o loop,ro,offset=16123904 -t ntfs /dev/sdb /mnt/usb NTFS signature is missing. Ugh. Okay. But then I tried to get a raw data dump by running dd if=/dev/sdb of=/home/erik/brokenhd skip=31492 count=38956987 But the file got up to 59885568 bytes, and made the same cyclical clicking noises. Obviously there is a bad sector, but I don't know what to do about it! The data is still there... if I view that 57MB file in textpad... I can see raw data from files. How can I get my data back? Thanks for any suggestions, Solution: I was able to recover about 90% of my data: Froze harddrive in freezer Used Ddrescue to make a copy of the drive Since Ddrescue wasn't able to get enough of my drive to use testdisk to recover my partitions/file system, I ended up using photorec to recover most of my files

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  • blender: 3D model from guide images

    - by Stefan
    In a effort to learn the blender interface, which is confusing to say the least, I've chosen to model a model from referrence pictures easily found on the web. Problem is that I can't ( and won't ) get perfect "right", "front" and "top" pictures. Blender only allows you to see the background pictures when in ortographic mode and only from right|front|top, which doesn't help me. How to I proceed to model from non-perfect guide images?

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  • Hadoop, NOSQL, and the Relational Model

    - by Phil Factor
    (Guest Editorial for the IT Pro/SysAdmin Newsletter)Whereas Relational Databases fit the world of commerce like a glove, it is useless to pretend that they are a perfect fit for all human endeavours. Although, with SQL Server, we’ve made great strides with indexing text, in processing spatial data and processing markup, there is still a problem in dealing efficiently with large volumes of ephemeral semi-structured data. Key-value stores such as Cassandra, Project Voldemort, and Riak are of great value for ephemeral data, and seem of equal value as a data-feed that provides aggregations to an RDBMS. However, the Document databases such as MongoDB and CouchDB are ideal for semi-structured data for which no fixed schema exists; analytics and logging are obvious examples. NoSQL products, such as MongoDB, tackle the semi-structured data problem with panache. MongoDB is designed with a simple document-oriented data model that scales horizontally across multiple servers. It doesn’t impose a schema, and relies on the application to enforce the data structure. This is another take on the old ‘EAV’ problem (where you don’t know in advance all the attributes of a particular entity) It uses a clever replica set design that allows automatic failover, and uses journaling for data durability. It allows indexing and ad-hoc querying. However, for SQL Server users, the obvious choice for handling semi-structured data is Apache Hadoop. There will soon be an ODBC Driver for Apache Hive .and an Add-in for Excel. Additionally, there are now two Hadoop-based connectors for SQL Server; the Apache Hadoop connector for SQL Server 2008 R2, and the SQL Server Parallel Data Warehouse (PDW) connector. We can connect to Hadoop process the semi-structured data and then store it in SQL Server. For one steeped in the culture of Relational SQL Databases, I might be expected to throw up my hands in the air in a gesture of contempt for a technology that was, judging by the overblown journalism on the subject, about to make my own profession as archaic as the Saggar makers bottom knocker (a potter’s assistant who helped the saggar maker to make the bottom of the saggar by placing clay in a metal hoop and bashing it). However, on the contrary, I find that I'm delighted with the advances made by the NoSQL databases in the past few years. Having the flow of ideas from the NoSQL providers will knock any trace of complacency out of the providers of Relational Databases and inspire them into back-fitting some features, such as horizontal scaling, with sharding and automatic failover into SQL-based RDBMSs. It will do the breed a power of good to benefit from all this lateral thinking.

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  • OpenGL Drawing textured model (OBJ) black texture

    - by andrepcg
    I'm using OpenGL, Glew, GLFW and Glut to create a simple game. I've been following some tutorials and I have now a good model importer with textures (from ogldev.atspace.co.uk) but I'm having an issue with the model textures. I have a skybox with a beautiful texture as you can see in the picture That weird texture behind the helicopter (model) is the heli model that I've applied on purpose to that wall to demonstrate that specific texture is working, but not on the helicopter. I'll include the files I'm working on so you can check it out. Mesh.cpp - http://pastebin.com/pxDuKyQa Texture.cpp - http://pastebin.com/AByWjwL6 Render function + skybox - http://pastebin.com/Vivc9qnT I'm just calling mesh->Render(); before the drawSkyBox function, in the render loop. Why is the heli black when I can perfectly apply its texture to another quad? I've debugged the code and the mesh-render() call is correctly fetching the texture number and passing it to the texture-bind() function.

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