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  • Pure functional programming and game state

    - by Fu86
    Is there a common technique to handle state (in general) in a functional programming language? There are solutions in every (functional) programming language to handle global state, but I want to avoid this as far as I could. All state in a pure functional manner are function parameters. So I need to put the whole game state (a gigantic hashmap with the world, players, positions, score, assets, enemies, ...)) as a parameter to all functions which wants to manipulate the world on a given input or trigger. The function itself picks the relevant information from the gamestate blob, do something with it, manipulate the gamestate and return the gamestate. But this looks like a poor mans solution for the problem. If I put the whole gamestate into all functions, there is no benefit for me in contrast to global variables or the imperative approach. I could put just the relevant information into the functions and return the actions which will be taken for the given input. And one single function apply all the actions to the gamestate. But most functions need a lot of "relevant" information. move() need the object position, the velocity, the map for collision, position of all enemys, current health, ... So this approach does not seem to work either. So my question is how do I handle the massive amount of state in a functional programming language -- especially for game development?

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  • Light on every model and not in the whole scene

    - by alecnash
    I am using a custom shader and try to pass the effect on my Models like that: foreach (ModelMesh mesh in Model.Meshes) { foreach (ModelMeshPart part in mesh.MeshParts) { part.Effect = effect; } mesh.Draw(); } My only issue is that every Model now has its own light source in it. Why is this happening and is this a problem of my shader? Edit: These are the parameters passed to the shader: private void Get_lambertEffect() { if (_lambertEffect == null) _lambertEffect = Engine.LambertEffect; //Lambert technique (LambertWithShadows, LambertWithShadows2x2PCF, LambertWithShadows3x3PCF) _lambertEffect.CurrentTechnique = _lambertEffect.Techniques["LambertWithShadows3x3PCF"]; _lambertEffect.Parameters["texelSize"].SetValue(Engine.ShadowMap.TexelSize); //ShadowMap parameters _lambertEffect.Parameters["lightViewProjection"].SetValue(Engine.ShadowMap.LightViewProjectionMatrix); _lambertEffect.Parameters["textureScaleBias"].SetValue(Engine.ShadowMap.TextureScaleBiasMatrix); _lambertEffect.Parameters["depthBias"].SetValue(Engine.ShadowMap.DepthBias); _lambertEffect.Parameters["shadowMap"].SetValue(Engine.ShadowMap.ShadowMapTexture); //Camera view and projection parameters _lambertEffect.Parameters["view"].SetValue(Engine._camera.ViewMatrix); _lambertEffect.Parameters["projection"].SetValue(Engine._camera.ProjectionMatrix); _lambertEffect.Parameters["world"].SetValue( Matrix.CreateScale(Size) * world ); //Light and color _lambertEffect.Parameters["lightDir"].SetValue(Engine._sourceLight.Direction); _lambertEffect.Parameters["lightColor"].SetValue(Engine._sourceLight.Color); _lambertEffect.Parameters["materialAmbient"].SetValue(Engine.Material.Ambient); _lambertEffect.Parameters["materialDiffuse"].SetValue(Engine.Material.Diffuse); _lambertEffect.Parameters["colorMap"].SetValue(ColorTexture.Create(Engine.GraphicsDevice, Color.Red)); }

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  • Complex shading using one single (small) texture

    - by teodron
    Recently I stumbled upon a demo reel in UDK about how one can attain beautiful results using just one (rather tiny) texture that's being sent to the shader pipeline. The famous link is this one. Basically, the author states that they've used just one texture and give a snapshot of the technique here. I see that every RGBA channel contains different grayscale information.. and that info could be used to inside a shader to obtain a colour blended output. The problem is that the reel displays a fairly complex scene. To top that, the author even makes use of a normal map. How did they manage to fit a normal map in an already cluttered texture? It makes sense to have a half-space normal map by using only RG from an RGB texture, but what about the rest of the information? Since it was proven to be possible, could someone please explain how it was done (the big picture, not the dirty details!)!? Here's the texture being used. Click to see in full size.

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  • Dependency Injection and method signatures

    - by sunwukung
    I've been using YADIF (yet another dependency injection framework) in a PHP/Zend app I'm working on to handle dependencies. This has achieved some notable benefits in terms of testing and decoupling classes. However,one thing that strikes me is that despite the sleight of hand performed when using this technique, the method names impart a degree of coupling. Probably not the best example -but these methods are distinct from ... say the PEAR Mailer. The method names themselves are a (subtle) form of coupling //example public function __construct($dic){ $this->dic = $dic; } public function example(){ //this line in itself indicates the YADIF origin of the DIC $Mail= $dic->getComponent('mail'); $Mail->setBodyText($body); $Mail->setFrom($from); $Mail->setSubject($subject); } I could write a series of proxies/wrappers to hide these methods and thus promote decoupling from , but this seems a bit excessive. You have to balance purity with pragmatism... How far would you go to hide the dependencies in your classes?

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  • Material System

    - by Towelie
    I'm designing Material/Shader System (target API DX10+ and may be OpenGL3+, now only DX10). I know, there was a lot of topics about this, but i can't find what i need. I don't want to do some kind of compilation/parsing scripts in real-time. So there some artist-created material, written at some analog of CG. After it compiled to hlsl code and after to final shader. Also there are some hard-coded ConstantBuffers, like cbuffer EveryFrameChanging { float4x4 matView; float time; float delta; } And shader use shared constant buffers to get parameters. For each mesh in the scene, getting needs and what it can give (normals, binormals etc.) and finding corresponding permutation of shader or calculating missing parts. Also, during build calculating render states and the permutations or hash for this shader which later will be used for sorting or even giving the ID from 0 to ShaderCount w/o gaps to it for sorting. FinalShader have only 1 technique and one pass. After it for each Mesh setting some shader and it's good to render. some pseudo code SetConstantBuffer(ConstantBuffer::PerFrame); foreach (shader in FinalShaders) SetConstantBuffer(ConstantBuffer::PerShader, shader); SetRenderState(shader); foreach (mesh in shader.GetAllMeshes) SetConstantBuffer(ConstantBuffer::PerMesh, mesh); SetBuffers(mesh); Draw(); class FinalShader { public: UUID m_ID; RenderState m_RenderState; CBufferBindings m_BufferBindings; } But i have no idea how to create this CG language and do i really need it?

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  • Calculating distance from viewer to object in a shader

    - by Jay
    Good morning, I'm working through creating the spherical billboards technique outlined in this paper. I'm trying to create a shader that calculates the distance from the camera to all objects in the scene and stores the results in a texture. I keep getting either a completely black or white texture. Here are my questions: I assume the position that's automatically sent to the vertex shader from ogre is in object space? The gpu interpolates the output position from the vertex shader when it sends it to the fragment shader. Does it do the same for my depth calculation or do I need to move that calculation to the fragment shader? Is there a way to debug shaders? I have no errors but I'm not sure I'm getting my parameters passed into the shaders correctly. Here's my shader code: void DepthVertexShader( float4 position : POSITION, uniform float4x4 worldViewProjMatrix, uniform float3 eyePosition, out float4 outPosition : POSITION, out float Depth ) { // position is in object space // outPosition is in camera space outPosition = mul( worldViewProjMatrix, position ); // calculate distance from camera to vertex Depth = length( eyePosition - position ); } void DepthFragmentShader( float Depth : TEXCOORD0, uniform float fNear, uniform float fFar, out float4 outColor : COLOR ) { // clamp output using clip planes float fColor = 1.0 - smoothstep( fNear, fFar, Depth ); outColor = float4( fColor, fColor, fColor, 1.0 ); } fNear is the near clip plane for the scene fFar is the far clip plane for the scene

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  • Website Design; SEO Dilemma

    - by lemonpole
    Okay so I designed a website for a restaurant and the design is aimed mostly to entice the viewer by using images of the restaurant's platters and foods. Not to say that text is totally non-existent but the design makes it hard to have enough keywords. Most keywords are found in the ALT attribute of image tags and a couple of headers. The reason as to why I am in this dilemma? I'm still new to web development and at the time I made the design, I didn't really know much about SEO. So I come here in search of help because I have an idea... Would it be good practice to have hidden SPAN blocks that would help me fill with keywords? For example a hidden SPAN would have text in bold to help with SEO. Of course, I will play it safe and not exploit this technique if it works. I have searched that this may be considered spamming by search engines and some companies are taking measures to prevent this. Thanks in advance!

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  • How can my team avoid frequent errors after refactoring?

    - by SDD64
    to give you a little background: I work for a company with roughly twelve Ruby on Rails developers (+/- interns). Remote work is common. Our product is made out of two parts: a rather fat core, and thin up to big customer projects built upon it. Customer projects usually expand the core. Overwriting of key features does not happen. I might add that the core has some rather bad parts that are in urgent need of refactorings. There are specs, but mostly for the customer projects. The worst part of the core are untested (as it should be...). The developers are split into two teams, working with one or two PO for each sprint. Usually, one customer project is strictly associated with one of the teams and POs. Now our problem: Rather frequently, we break each others stuff. Some one from Team A expands or refactors the core feature Y, causing unexpected errors for one of Team B's customer projects. Mostly, the changes are not announced over the teams, so the bugs hit almost always unexpected. Team B, including the PO, thought about feature Y to be stable and did not test it before releasing, unaware of the changes. How to get rid of those problems? What kind of 'announcement technique' can you recommend me?

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  • F# Objects &ndash; Part 3 &ndash; it&rsquo;s time to overload&hellip;

    - by MarkPearl
    Okay, some basic examples of overloading in F# Overloading Constructors Assume you have a F# object called person… type Person (firstname : string, lastname : string) = member v.Fullname = firstname + " " + lastname   This only has one constructor. To add additional constructors to the object by explicitly declaring them using the method member new. type Person (firstname : string, lastname : string) = new () = Person("Unknown", "Unknown") member v.Fullname = firstname + " " + lastname   In the code above I added another constructor to the Person object that takes no parameters and then refers to the primary constructor. Using the same technique in the code below I have created another constructor that accepts only the firstname as a parameter to create an object. type Person (firstname : string, lastname : string) = new () = Person("Unknown", "Unknown") new (firstname : string) = Person(firstname, "Unknown") member v.Fullname = firstname + " " + lastname   Overloading Operators So, you can overload operators of objects in F# as well… let’s look at example code… type Person(name : string) = member v.name = name static member (+) (person1 : Person , person2 : Person) = Person(person1.name + " " + person2.name)   In the code above we have overloaded the “+” operator. Whenever we add to Person objects together, it will now create a new object with the combined names…

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  • What is the simplest way for a slippy SVG visualization?

    - by totymedli
    I have a big SVG file representing a complicated graph with hundreds of points. I want to represent this in a web page. My idea was that I could make it like Google Maps represent their maps, in those slippy, dragable, moveable maps. I'am looking for an easy and fast JavaScript library which could do the work. What I need for my "map" is the drag/move, zoom ability, and some way to click on the points of the picture, which makes a little information apear about that point, like Google maps markers. I'am looking for a free/open source library. I saw some solutions but I'am uncertain about them, and none of them seemed to be perfet: Polymaps - I love the technique it uses, but I don't know much about this library. Leaflet - I love the simplicity of it, but I dont know how could I apply it for my SVG. Raphael - I heard the awesomeness of this, but It seemed a lots of work to do this task. What would be the best/easiest solution for my problem, and what is your opinion aboute the above libraries?

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  • Merging similar graphs based solely on the graph structure?

    - by Buttons840
    I am looking for (or attempting to design) a technique for matching nodes from very similar graphs based on the structure of the graph*. In the examples below, the top graph has 5 nodes, and the bottom graph has 6 nodes. I would like to match the nodes from the top graph to the nodes in the bottom graph, such that the "0" nodes match, and the "1" nodes match, etc. This seems logically possible, because I can do it in my head for these simple examples. Now I just need to express my intuition in code. Are there any established algorithms or patterns I might consider? (* When I say based on the structure of the graph, I mean the solution shouldn't depend on the node labels; the numeric labels on the nodes are only for demonstration.) I'm also interested in the performance of any potential solutions. How well will they scale? Could I merge graphs with millions of nodes? In more complex cases, I recognize that the best solution may be subject to interpretation. Still, I'm hoping for a "good" way to merge complex graphs. (These are directed graphs; the thicker portion of an edge represents the head.)

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  • Sprite batching in OpenGL

    - by Roy T.
    I've got a JAVA based game with an OpenGL rendering front that is drawing a large amount of sprites every frame (during testing it peaked at 700). Now this game is completely unoptimized. There is no spatial partitioning (so a sprite is drawn even if it isn't on screen) and every sprite is drawn separately like this: graphics.glPushMatrix(); { graphics.glTranslated(x, y, 0.0); graphics.glRotated(degrees, 0, 0, 1); graphics.glBegin(GL2.GL_QUADS); graphics.glTexCoord2f (1.0f, 0.0f); graphics.glVertex2d(half_size , half_size); // upper right // same for upper left, lower left, lower right graphics.glEnd(); } graphics.glPopMatrix(); Currently the game is running at +-25FPS and is CPU bound. I would like to improve performance by adding spatial partitioning (which I know how to do) and sprite batching. Not drawing sprites that aren't on screen will help a lot, however since players can zoom out it won't help enough, hence the need for batching. However sprite batching in OpenGL is a bit of mystery to me. I usually work with XNA where a few classes to do this are built in. But in OpenGL I don't know what to do. As for further optimization, the game I'm working on as a few interesting characteristics. A lot of sprites have the same texture and all the sprites are square. Maybe these characteristics will help determine an efficient batching technique?

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  • Pixel Shader Issues :

    - by Morphex
    I have issues with a pixel shader, my issue is mostly that I get nothing draw on the screen. float4x4 MVP; // TODO: add effect parameters here. struct VertexShaderInput { float4 Position : POSITION; float4 normal : NORMAL; float2 TEXCOORD : TEXCOORD; }; struct VertexShaderOutput { float4 Position : POSITION; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { input.Position.w = 0; VertexShaderOutput output; output.Position = mul(input.Position, MVP); // TODO: add your vertex shader code here. return output; } float4 PixelShaderFunction(VertexShaderOutput input) : SV_TARGET { return float4(1, 0, 0, 1); } technique { pass { Profile = 11.0; VertexShader = VertexShaderFunction; PixelShader = PixelShaderFunction; } } My matrix is calculated like this : Matrix MVP = Matrix.Multiply(Matrix.Multiply(Matrix.Identity, Matrix.LookAtLH(new Vector3(-10, 10, -10), new Vector3(0), new Vector3(0, 1, -0))), Camera.Projection); VoxelEffect.Parameters["MVP"].SetValue(MVP); Visual Studio Graphics Debug shows me that my vertex shader is actually working, but not the PixelShader. I striped the Shader to the bare minimums so that I was sure the shader was correct. But why is my screen still black?

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  • Working Qt controls in a 3d environment

    - by Jay
    I need some advice from a Qt expert. The background: I have a 3D engine (ogre3d) working in concert with Qt. The 3D Content is displayed in a widget (using a custom OS window in the client area). I'm able to overlay arbitrary Qt widgets onto the 3d world using the widget render() method and a shared bitmap. This makes a great "heads up display". I can use the standard Qt style sheets and animation using this technique. My goal I'd like to go a step further and allow the user to move these rendered widgets using the mouse. I'd like some advice on the best way to implement this. Possible solutions: The widgets in the HUD are not part of the inheritance chain. I render them manually. They don't get events though. I could add them to the inheritance chain so they get events in the usual way. Then I would need to change them to render to my shared bitmap instead of to the operating system. I looked at this once but couldn't find enough information to implement it. Capture mouse events in the 3D display widget and EMIT them to child controls. I basically create my own event handling chain. Any suggestions on how to implement this? I'm also considering switching to Qt5. I'm not sure how that might affect this decision.

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  • SQL RDBMS : one query or multiple calls

    - by None None
    After looking around the internet, I decided to create DAOs that returned objects (POJOs) to the calling business logic function/method. For example: a Customer object with a Address reference would be split in the RDBMS into two tables; Customer and ADDRESS. The CustomerDAO would be in charge of joining the data from the two tables and create both an Address POJO and Customer POJO adding the address to the customer object. Finally return the fulll Customer POJO. Simple, however, now i am at a point where i need to join three or four tables and each representing an attribute or list of attributes for the resulting POJO. The sql will include a group by but i will still result with multiple rows for the same pojo, because some of the tables are joining a one to many relationship. My app code will now have to loop through all the rows trying to figure out if the rows are the same with different attributes or if the record should be a new POJO. Should I continue to create my daos using this technique or break up my Pojo creation into multiple db calls to make the code easier to understand and maintain?

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  • How do I get mouse x / y of the world plane in Unity?

    - by Discipol
    I am trying to make a tiled landscape. The terrain itself is not made from tiles but the world has a grid which I define. I would like to place boxes/rectangles which snap to this grid, at runtime, but in order for me to do that I must get a projection from the user screen to the real-world coordinates. I have tried various examples using the Ray class but nothing worked. It compiles and outputs a constant value no matter where I put the mouse. I have tried to add some tiles and try to detect them but no luck. I also tried with one plane as big as my world but still no luck. I am using C# but even a JS version would be helpful. This technique involves calculating which tile the mouse is under by the x and y positions. Perhaps detecting which tile itself is being pointed to would be a simpler task, at which point I can just retrieve its i/j properties. Update: I got it working thanks to some answers, but the ball freaks out towards the far end of the plane. Why is this? https://www.dropbox.com/sh/9pqnl30lm6uwm6h/AACc2JcbW16z6PuHFLLfCAX6a

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  • Why using Fragments?

    - by ahmed_khan_89
    I have read the documentation and some other questions' threads about this topic and I don't really feel convinced; I don't see clearly the limits of use of this technique. Fragments are now seen as a Best Practice; every Activity should be basically a support for one or more Fragments and not call a layout directly. Fragments are created in order to: allow the Activity to use many fragments, to change between them, to reuse these units... == the Fragment is totally dependent to the Context of an activity , so if I need something generic that I can reuse and handle in many Activities, I can create my own custom layouts or Views ... I will not care about this additional Complexity Developing Layer that fragments would add. a better handling to different resolution == OK for tablets/phones in case of long process that we can show two (or more) fragments in the same Activity in Tablets, and one by one in phones. But why would I use fragments always ? handling callbacks to navigate between Fragments (i.e: if the user is Logged-in I show a fragment else I show another fragment). === Just try to see how many bugs facebook SDK Log-in have because of this, to understand that it is really (?) ... considering that an Android Application is based on Activities... Adding another life cycles in the Activity would be better to design an Application... I mean the modules, the scenarios, the data management and the connectivity would be better designed, in that way. === This is an answer of someone who's used to see the Android SDK and Android Framework with a Fragments vision. I don't think it's wrong, but I am not sure it will give good results... And it is really abstract... ==== Why would I complicate my life, coding more, in using them always? else, why is it a best practice if it's just a tool for some cases? what are these cases?

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  • Repurposing CSS Class Selectors

    - by limefartlek
    I don't know what this technique is called, I've only seen it used. It's a way to repurpose the same selectors with CSS. For example if I create h1 { font-size:18px; color:#FFFFFF; font-family:Arial, Helvetica;margin:0; padding:0; } h2 { font-size:18px; color:#000000; font-family:Arial, Helvetica; font-weight:normal;margin:0; padding:0; } I can repurpose the h selectors with something like .whatever h1 { color: #000; font: 2.0em arial, sans-serif; background-color: #fff3ea; margin: 50px 0px 0px 50px; } .whatever h2 { color: #000; font: 1.7em bold arial, sans-serif; background-color: #fff3ea; margin: 25px 0px 25px 75px; } If h1 and h2 appear inside of a div called whatever, then they will assume those properties. You can do this with ID tags and class tags but I can't for the life of me remember how this is done. Any thoughts?

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  • Issues with HLSL and lighting

    - by numerical25
    I am trying figure out whats going on with my HLSL code but I have no way of debugging it cause C++ gives off no errors. The application just closes when I run it. I am trying to add lighting to a 3d plane I made. below is my HLSL. The problem consist when my Pixel shader method returns the struct "outColor" . If I change the return value back to the struct "psInput" , everything goes back to working again. My light vectors and colors are at the top of the fx file // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader cbuffer Variables { matrix Projection; matrix World; float TimeStep; }; struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float3 Normal : TEXCOORD0; float3 ViewVector : TEXCOORD1; }; float specpower = 80.0f; float3 camPos = float3(0.0f, 9.0, -256.0f); float3 DirectLightColor = float3(1.0f, 1.0f, 1.0f); float3 DirectLightVector = float3(0.0f, 0.602f, 0.70f); float3 AmbientLightColor = float3(1.0f, 1.0f, 1.0f); /*************************************** * Lighting functions ***************************************/ /********************************* * CalculateAmbient - * inputs - * vKa material's reflective color * lightColor - the ambient color of the lightsource * output - ambient color *********************************/ float3 CalculateAmbient(float3 vKa, float3 lightColor) { float3 vAmbient = vKa * lightColor; return vAmbient; } /********************************* * CalculateDiffuse - * inputs - * material color * The color of the direct light * the local normal * the vector of the direct light * output - difuse color *********************************/ float3 CalculateDiffuse(float3 baseColor, float3 lightColor, float3 normal, float3 lightVector) { float3 vDiffuse = baseColor * lightColor * saturate(dot(normal, lightVector)); return vDiffuse; } /********************************* * CalculateSpecular - * inputs - * viewVector * the direct light vector * the normal * output - specular highlight *********************************/ float CalculateSpecular(float3 viewVector, float3 lightVector, float3 normal) { float3 vReflect = reflect(lightVector, normal); float fSpecular = saturate(dot(vReflect, viewVector)); fSpecular = pow(fSpecular, specpower); return fSpecular; } /********************************* * LightingCombine - * inputs - * ambient component * diffuse component * specualr component * output - phong color color *********************************/ float3 LightingCombine(float3 vAmbient, float3 vDiffuse, float fSpecular) { float3 vCombined = vAmbient + vDiffuse + fSpecular.xxx; return vCombined; } //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float3 Normal : NORMAL) { PS_INPUT psInput; float4 newPosition; newPosition = Pos; newPosition.y = sin((newPosition.x * TimeStep) + (newPosition.z / 3.0f)) * 5.0f; // Pass through both the position and the color psInput.Pos = mul(newPosition , Projection ); psInput.Color = Color; psInput.ViewVector = normalize(camPos - psInput.Pos); return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// //Anthony!!!!!!!!!!! Find out how color works when multiplying them float4 PS(PS_INPUT psInput) : SV_Target { float3 normal = -normalize(psInput.Normal); float3 vAmbient = CalculateAmbient(psInput.Color, AmbientLightColor); float3 vDiffuse = CalculateDiffuse(psInput.Color, DirectLightColor, normal, DirectLightVector); float fSpecular = CalculateSpecular(psInput.ViewVector, DirectLightVector, normal); float4 outColor; outColor.rgb = LightingCombine(vAmbient, vDiffuse, fSpecular); outColor.a = 1.0f; //Below is where the error begins return outColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } Below is some of my c++ code. Reason I am showing this is because it is pretty much what creates the surface normals for my shaders to evaluate. for the lighting for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } and below is my c++ code, in it's entirety. showing the drawing and also calling on the passes #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) // timer variables LARGE_INTEGER timeStart; LARGE_INTEGER timeEnd; LARGE_INTEGER timerFreq; double currentTime; float anim_rate; // Variable to hold how long since last frame change float lastElaspedFrame = 0; // How long should the frames last float frameDuration = 0.5; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } // Get the timer frequency QueryPerformanceFrequency(&timerFreq); float freqSeconds = 1.0f / timerFreq.QuadPart; lastElaspedFrame = 0; D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); pTimeVariable = NULL; if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); pTimeVariable->SetFloat((float)currentTime); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { // Get the start timer count QueryPerformanceCounter(&timeStart); currentTime += anim_rate; DX3dApp::Render(); QueryPerformanceCounter(&timeEnd); anim_rate = ( (float)timeEnd.QuadPart - (float)timeStart.QuadPart ) / timerFreq.QuadPart; } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = (float)(rand() % CELL_HEIGHT); vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY * 6]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pTimeVariable = modelObject.pEffect->GetVariableByName("TimeStep")->AsScalar(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • Texture will not apply to my 3d Cube directX

    - by numerical25
    I am trying to apply a texture onto my 3d cube but it is not showing up correctly. I believe that it might some what be working because the cube is all brown which is almost the same complexion as the texture. And I did not originally make the cube brown. These are the steps I've done to add the texture I first declared 2 new varibles ID3D10EffectShaderResourceVariable* pTextureSR; ID3D10ShaderResourceView* textureSRV; I also added a variable and a struct to my shader .fx file Texture2D tex2D; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; I then grabbed the image from my local hard drive from within the .cpp file. I believe this was successful, I checked all varibles for errors, everything has a memory address. Plus I pulled resources before and never had a problem. D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); I grabbed the tex2d varible from my fx file and placed into my resource varible pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); And added the resource to the varible pTextureSR->SetResource(textureSRV); I also added the extra property to my vertex layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; as well as my struct struct VertexPos { D3DXVECTOR3 pos; D3DXVECTOR4 color; D3DXVECTOR3 normal; D3DXVECTOR2 texCoord; }; Then I created a new pixel shader that adds the texture to it. Below is the code in its entirety matrix Projection; matrix WorldMatrix; Texture2D tex2D; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; float2 Tex : TEXCOORD; }; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL, float2 Tex : TEXCOORD) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Normal = Normal; psInput.Tex = Tex; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } float4 textured( PS_INPUT psInput ) : SV_Target { return tex2D.Sample( linearSampler, psInput.Tex ); } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, textured() ) ); } } Below is my CPU code. It maybe a little sloppy. But I am just adding code anywhere cause I am just experimenting and playing around. You should find most of the texture code at the bottom createObject #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectMatrixVariable* pWorldMatrixVarible = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; ID3D10EffectShaderResourceVariable* pTextureSR; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; D3DXMatrixIdentity(&rotationXMatrix); D3DXMatrixIdentity(&rotationYMatrix); // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); rotationAngleY += (float)D3DX_PI * 0.0008f; rotationAngleX += (float)D3DX_PI * 0.0005f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); pWorldMatrixVarible->SetMatrix((float*)&WorldMatrix); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pWorldMatrixVarible = modelObject.pEffect->GetVariableByName("WorldMatrix")->AsMatrix(); pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); ID3D10ShaderResourceView* textureSRV; D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(1.0f, 1.0f, 1.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; pTextureSR->SetResource(textureSRV); //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And here is my cube coordinates. I actually only added coordinates to one side. And that is the front side. To double check I flipped the cube in all directions just to make sure i didnt accidentally place the text on the incorrect side //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,2.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, };

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  • Passing parameters between Silverlight and ASP.NET – Part 1

    - by mohanbrij
    While working with Silverlight applications, we may face some scenarios where we may need to embed Silverlight as a component, like for e.g in Sharepoint Webpars or simple we can have the same with ASP.NET. The biggest challenge comes when we have to pass the parameters from ASP.NET to Silverlight components or back from Silverlight to ASP.NET. We have lots of ways we can do this, like using InitParams, QueryStrings, using HTML objects in Silverlight, etc. All these different techniques have some advantages or disadvantages or limitations. Lets see one by one why we should choose one and what are the ways to achieve the same. 1. InitParams: Lets start with InitParams, Start your Visual Studio 2010 IDE, and Create a Silverlight Application, give any name. Now go to the ASP.NET WebProject which is used to Host the Silverlight XAP component. You will find lots of different tags are used by Silverlight object as <params> tags. To use InitParams, Silverlight provides us with a tag called InitParams which we can use to pass parameters to Silverlight object from ASP.NET. 1: <object data="data:application/x-silverlight-2," type="application/x-silverlight-2" width="100%" height="100%"> 2: <param name="source" value="ClientBin/SilverlightApp.xap"/> 3: <param name="onError" value="onSilverlightError" /> 4: <param name="background" value="white" /> 5: <param name="minRuntimeVersion" value="4.0.50826.0" /> 6: <param name="initparams" id="initParams" runat="server" value=""/> 7: <param name="autoUpgrade" value="true" /> 8: <a href="http://go.microsoft.com/fwlink/?LinkID=149156&v=4.0.50826.0" style="text-decoration:none"> 9: <img src="http://go.microsoft.com/fwlink/?LinkId=161376" alt="Get Microsoft Silverlight" style="border-style:none"/> 10: </a> 11: </object> Here in the code above I have included a initParam as a param tag (line 6), now in the page load I will add a line 1: initParams.Attributes.Add("value", "key1=Brij, key2=Mohan"); This basically add a value parameter inside the initParam. So thats all we need in our ASP.NET side, now coming to the Silverlight Code open the code behind of App.xaml and add the following lines of code. 1: private string firstKey, secondKey; 2: private void Application_Startup(object sender, StartupEventArgs e) 3: { 4: if (e.InitParams.ContainsKey("key1")) 5: this.firstKey = e.InitParams["key1"]; 6: if (e.InitParams.ContainsKey("key2")) 7: this.secondKey = e.InitParams["key2"]; 8: this.RootVisual = new MainPage(firstKey, secondKey); 9: } This code fetch the init params and pass it to our MainPage.xaml constructor, in the MainPage.xaml we can use these variables according to our requirement, here in this example I am simply displaying the variables in a Message Box. 1: public MainPage(string param1, string param2) 2: { 3: InitializeComponent(); 4: MessageBox.Show("Welcome, " + param1 + " " + param2); 5: } This will give you a sample output as Limitations: Depending on the browsers you have some limitation on the overall string length of the parameters you can pass. To get more details on this limitation, you can refer to this link :http://www.boutell.com/newfaq/misc/urllength.html 2. QueryStrings To show this example I am taking the scenario where we have a default.aspx page and we are going to the SIlverlightTestPage.aspx, and we have to work with the parameters which was passed by default.aspx in the SilverlightTestPage.aspx Silverlight Component. So first I will add a new page in my application which contains a button with ID =btnNext, and on click of the button I will redirect my page to my SilverlightTestAppPage.aspx with the required query strings. Code of Default.aspx 1: protected void btnNext_Click(object sender, EventArgs e) 2: { 3: Response.Redirect("~/SilverlightAppTestPage.aspx?FName=Brij" + "&LName=Mohan"); 4: } Code of MainPage.xaml.cs 1: public partial class MainPage : UserControl 2: { 3: public MainPage() 4: { 5: InitializeComponent(); 6: this.Loaded += new RoutedEventHandler(MainPage_Loaded); 7: } 8: 9: void MainPage_Loaded(object sender, RoutedEventArgs e) 10: { 11: IDictionary<string, string> qString = HtmlPage.Document.QueryString; 12: string firstName = string.Empty; 13: string lastName = string.Empty; 14: foreach (KeyValuePair<string, string> keyValuePair in qString) 15: { 16: string key = keyValuePair.Key; 17: string value = keyValuePair.Value; 18: if (key == "FName") 19: firstName = value; 20: else if (key == "LName") 21: lastName = value; 22: } 23: MessageBox.Show("Welcome, " + firstName + " " + lastName); 24: } 25: } Set the Startup page as Default.aspx, now run the application. This will give you the following output: Since here also you are using the Query Strings to pass your parameters, so you are depending on the browser capabilities of the length of the query strings it can pass. Here also you can refer the limitation which I have mentioned in my previous example for the length of parameters you can use.   3. Using HtmlPage.Document Silverlight to ASP.NET <—> ASP.NET to Silverlight: To show this I setup a sample Silverlight Application with Buttons Get Data and Set Data with the Data Text Box. In ASP.NET page I kep a TextBox to Show how the values passed to and From Silverlight to ASP.NET reflects back. My page with Silverlight control looks like this. When I Say Get Data it pulls the data from ASP.NET to Silverlight Control Text Box, and When I say Set data it basically Set the Value from Silverlight Control TextBox to ASP.NET TextBox. Now let see the code how it is doing. This is my ASP.NET Source Code. Here I have just created a TextBox named : txtData 1: <body> 2: <form id="form1" runat="server" style="height:100%"> 3: <div id="silverlightControlHost"> 4: ASP.NET TextBox: <input type="text" runat="server" id="txtData" value="Some Data" /> 5: <object data="data:application/x-silverlight-2," type="application/x-silverlight-2" width="100%" height="100%"> 6: <param name="source" value="ClientBin/SilverlightApplication1.xap"/> 7: <param name="onError" value="onSilverlightError" /> 8: <param name="background" value="white" /> 9: <param name="minRuntimeVersion" value="4.0.50826.0" /> 10: <param name="autoUpgrade" value="true" /> 11: <a href="http://go.microsoft.com/fwlink/?LinkID=149156&v=4.0.50826.0" style="text-decoration:none"> 12: <img src="http://go.microsoft.com/fwlink/?LinkId=161376" alt="Get Microsoft Silverlight" style="border-style:none"/> 13: </a> 14: </object><iframe id="_sl_historyFrame" style="visibility:hidden;height:0px;width:0px;border:0px"></iframe> 15: </div> 16: </form> 17: </body> My actual logic for getting and setting the data lies in my Silverlight Control, this is my XAML code with TextBox and Buttons. 1: <Grid x:Name="LayoutRoot" Background="White" Height="100" Width="450" VerticalAlignment="Top"> 2: <Grid.ColumnDefinitions> 3: <ColumnDefinition Width="110" /> 4: <ColumnDefinition Width="110" /> 5: <ColumnDefinition Width="110" /> 6: <ColumnDefinition Width="110" /> 7: </Grid.ColumnDefinitions> 8: <TextBlock Text="Silverlight Text Box: " Grid.Column="0" VerticalAlignment="Center"></TextBlock> 9: <TextBox x:Name="DataText" Width="100" Grid.Column="1" Height="20"></TextBox> 10: <Button x:Name="GetData" Width="100" Click="GetData_Click" Grid.Column="2" Height="30" Content="Get Data"></Button> 11: <Button x:Name="SetData" Width="100" Click="SetData_Click" Grid.Column="3" Height="30" Content="Set Data"></Button> 12: </Grid> Now we have to write few lines of Button Events for Get Data and Set Data which basically make use of Windows.System.Browser namespace. 1: private void GetData_Click(object sender, RoutedEventArgs e) 2: { 3: DataText.Text = HtmlPage.Document.GetElementById("txtData").GetProperty("value").ToString(); 4: } 5:  6: private void SetData_Click(object sender, RoutedEventArgs e) 7: { 8: HtmlPage.Document.GetElementById("txtData").SetProperty("value", DataText.Text); 9: } That’s it so when we run this application my Form will look like this. 4. Using Object Serialization. This is a useful when we want to pass Objects of Data from our ASP.NET application to Silverlight Controls and back. This technique basically uses the above technique I mentioned in Pint 3 above. Since this itself is a length topic so details of this I am going to cover in Part 2 of this Post with Sample Code Example very soon.

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  • eBooks on iPad vs. Kindle: More Debate than Smackdown

    - by andrewbrust
    When the iPad was presented at its San Francisco launch event on January 28th, Steve Jobs spent a significant amount of time explaining how well the device would serve as an eBook reader. He showed the iBooks reader application and iBookstore and laid down the gauntlet before Amazon and its beloved Kindle device. Almost immediately afterwards, criticism came rushing forth that the iPad could never beat the Kindle for book reading. The curious part of that criticism is that virtually no one offering it had actually used the iPad yet. A few weeks later, on April 3rd, the iPad was released for sale in the United States. I bought one on that day and in the few additional weeks that have elapsed, I’ve given quite a workout to most of its capabilities, including its eBook features. I’ve also spent some time with the Kindle, albeit a first-generation model, to see how it actually compares to the iPad. I had some expectations going in, but I came away with conclusions about each device that were more scenario-based than absolute. I present my findings to you here.   Vital Statistics Let’s start with an inventory of each device’s underlying technology. The iPad has a color, backlit LCD screen and an on-screen keyboard. It has a battery which, on a full charge, lasts anywhere from 6-10 hours. The Kindle offers a monochrome, reflective E Ink display, a physical keyboard and a battery that on my first gen loaner unit can go up to a week between charges (Amazon claims the battery on the Kindle 2 can last up to 2 weeks on a single charge). The Kindle connects to Amazon’s Kindle Store using a 3G modem (the technology and network vary depending on the model) that incurs no airtime service charges whatsoever. The iPad units that are on-sale today work over WiFi only. 3G-equipped models will be on sale shortly and will command a $130 premium over their WiFi-only counterparts. 3G service on the iPad, in the U.S. from AT&T, will be fee-based, with a 250MB plan at $14.99 per month and an unlimited plan at $29.99. No contract is required for 3G service. All these tech specs aside, I think a more useful observation is that the iPad is a multi-purpose Internet-connected entertainment device, while the Kindle is a dedicated reading device. The question is whether those differences in design and intended use create a clear-cut winner for reading electronic publications. Let’s take a look at each device, in isolation, now.   Kindle To me, what’s most innovative about the Kindle is its E Ink display. E Ink really looks like ink on a sheet of paper. It requires no backlight, it’s fully visible in direct sunlight and it causes almost none of the eyestrain that LCD-based computer display technology (like that used on the iPad) does. It’s really versatile in an all-around way. Forgive me if this sounds precious, but reading on it is really a joy. In fact, it’s a genuinely relaxing experience. Through the Kindle Store, Amazon allows users to download books (including audio books), magazines, newspapers and blog feeds. Books and magazines can be purchased either on a single-issue basis or as an annual subscription. Books, of course, are purchased singly. Oddly, blogs are not free, but instead carry a monthly subscription fee, typically $1.99. To me this is ludicrous, but I suppose the free 3G service is partially to blame. Books and magazine issues download quickly. Magazine and blog subscriptions cause new issues or posts to be pushed to your device on an automated basis. Available blogs include 9000-odd feeds that Amazon offers on the Kindle Store; unless I missed something, arbitrary RSS feeds are not supported (though there are third party workarounds to this limitation). The shopping experience is integrated well, has an huge selection, and offers certain graphical perks. For example, magazine and newspaper logos are displayed in menus, and book cover thumbnails appear as well. A simple search mechanism is provided and text entry through the physical keyboard is relatively painless. It’s very easy and straightforward to enter the store, find something you like and start reading it quickly. If you know what you’re looking for, it’s even faster. Given Kindle’s high portability, very reliable battery, instant-on capability and highly integrated content acquisition, it makes reading on whim, and in random spurts of downtime, very attractive. The Kindle’s home screen lists all of your publications, and easily lets you select one, then start reading it. Once opened, publications display in crisp, attractive text that is adjustable in size. “Turning” pages is achieved through buttons dedicated to the task. Notes can be recorded, bookmarks can be saved and pages can be saved as clippings. I am not an avid book reader, and yet I found the Kindle made it really fun, convenient and soothing to read. There’s something about the easy access to the material and the simplicity of the display that makes the Kindle seduce you into chilling out and reading page after page. On the other hand, the Kindle has an awkward navigation interface. While menus are displayed clearly on the screen, the method of selecting menu items is tricky: alongside the right-hand edge of the main display is a thin column that acts as a second display. It has a white background, and a scrollable silver cursor that is moved up or down through the use of the device’s scrollwheel. Picking a menu item on the main display involves scrolling the silver cursor to a position parallel to that menu item and pushing the scrollwheel in. This navigation technique creates a disconnect, literally. You don’t really click on a selection so much as you gesture toward it. I got used to this technique quickly, but I didn’t love it. It definitely created a kind of anxiety in me, making me feel the need to speed through menus and get to my destination document quickly. Once there, I could calm down and relax. Books are great on the Kindle. Magazines and newspapers much less so. I found the rendering of photographs, and even illustrations, to be unacceptably crude. For this reason, I expect that reading textbooks on the Kindle may leave students wanting. I found that the original flow and layout of any publication was sacrificed on the Kindle. In effect, browsing a magazine or newspaper was almost impossible. Reading the text of individual articles was enjoyable, but having to read this way made the whole experience much more “a la carte” than cohesive and thematic between articles. I imagine that for academic journals this is ideal, but for consumer publications it imposes a stripped-down, low-fidelity experience that evokes a sense of deprivation. In general, the Kindle is great for reading text. For just about anything else, especially activity that involves exploratory browsing, meandering and short-attention-span reading, it presents a real barrier to entry and adoption. Avid book readers will enjoy the Kindle (if they’re not already). It’s a great device for losing oneself in a book over long sittings. Multitaskers who are more interested in periodicals, be they online or off, will like it much less, as they will find compromise, and even sacrifice, to be palpable.   iPad The iPad is a very different device from the Kindle. While the Kindle is oriented to pages of text, the iPad orbits around applications and their interfaces. Be it the pinch and zoom experience in the browser, the rich media features that augment content on news and weather sites, or the ability to interact with social networking services like Twitter, the iPad is versatile. While it shares a slate-like form factor with the Kindle, it’s effectively an elegant personal computer. One of its many features is the iBook application and integration of the iBookstore. But it’s a multi-purpose device. That turns out to be good and bad, depending on what you’re reading. The iBookstore is great for browsing. It’s color, rich animation-laden user interface make it possible to shop for books, rather than merely search and acquire them. Unfortunately, its selection is rather sparse at the moment. If you’re looking for a New York Times bestseller, or other popular titles, you should be OK. If you want to read something more specialized, it’s much harder. Unlike the awkward navigation interface of the Kindle, the iPad offers a nearly flawless touch-screen interface that seduces the user into tinkering and kibitzing every bit as much as the Kindle lulls you into a deep, concentrated read. It’s a dynamic and interactive device, whereas the Kindle is static and passive. The iBook reader is slick and fun. Use the iPad in landscape mode and you can read the book in 2-up (left/right 2-page) display; use it in portrait mode and you can read one page at a time. Rather than clicking a hardware button to turn pages, you simply drag and wipe from right-to-left to flip the single or right-hand page. The page actually travels through an animated path as it would in a physical book. The intuitiveness of the interface is uncanny. The reader also accommodates saving of bookmarks, searching of the text, and the ability to highlight a word and look it up in a dictionary. Pages display brightly and clearly. They’re easy to read. But the backlight and the glare made me less comfortable than I was with the Kindle. The knowledge that completely different applications (including the Web and email and Twitter) were just a few taps away made me antsy and very tempted to task-switch. The knowledge that battery life is an issue created subtle discomfort. If the Kindle makes you feel like you’re in a library reading room, then the iPad makes you feel, at best, like you’re under fluorescent lights at a Barnes and Noble or Borders store. If you’re lucky, you’d be on a couch or at a reading table in the store, but you might also be standing up, in the aisles. Clearly, I didn’t find this conducive to focused and sustained reading. But that may have more to do with my own tendency to read periodicals far more than books, and my neurotic . And, truth be known, the book reading experience, when not explicitly compared to Kindle’s, was still pleasant. It is also important to point out that Kindle Store-sourced books can be read on the iPad through a Kindle reader application, from Amazon, specific to the device. This offered a less rich experience than the iBooks reader, but it was completely adequate. Despite the Kindle brand of the reader, however, it offered little in terms of simulating the reading experience on its namesake device. When it comes to periodicals, the iPad wins hands down. Magazines, even if merely scanned images of their print editions, read on the iPad in a way that felt similar to reading hard copy. The full color display, touch navigation and even the ability to render advertisements in their full glory makes the iPad a great way to read through any piece of work that is measured in pages, rather than chapters. There are many ways to get magazines and newspapers onto the iPad, including the Zinio reader, and publication-specific applications like the Wall Street Journal’s and Popular Science’s. The New York Times’ free Editors’ Choice application offers a Times Reader-like interface to a subset of the Gray Lady’s daily content. The completely Web-based but iPad-optimized Times Skimmer site (at www.nytimes.com/timesskimmer) works well too. Even conventional Web sites themselves can be read much like magazines, given the iPad’s ability to zoom in on the text and crop out advertisements on the margins. While the Kindle does have an experimental Web browser, it reminded me a lot of early mobile phone browsers, only in a larger size. For text-heavy sites with simple layout, it works fine. For just about anything else, it becomes more trouble than it’s worth. And given the way magazine articles make me think of things I want to look up online, I think that’s a real liability for the Kindle.   Summing Up What I came to realize is that the Kindle isn’t so much a computer or even an Internet device as it is a printer. While it doesn’t use physical paper, it still renders its content a page at a time, just like a laser printer does, and its output appears strikingly similar. You can read the rendered text, but you can’t interact with it in any way. That’s why the navigation requires a separate cursor display area. And because of the page-oriented rendering behavior, turning pages causes a flash on the display and requires a sometimes long pause before the next page is rendered. The good side of this is that once the page is generated, no battery power is required to display it. That makes for great battery life, optimal viewing under most lighting conditions (as long as there is some light) and low-eyestrain text-centric display of content. The Kindle is highly portable, has an excellent selection in its store and is refreshingly distraction-free. All of this is ideal for reading books. And iPad doesn’t offer any of it. What iPad does offer is versatility, variety, richness and luxury. It’s flush with accoutrements even if it’s low on focused, sustained text display. That makes it inferior to the Kindle for book reading. But that also makes it better than the Kindle for almost everything else. As such, and given that its book reading experience is still decent (even if not superior), I think the iPad will give Kindle a run for its money. True book lovers, and people on a budget, will want the Kindle. People with a robust amount of discretionary income may want both devices. Everyone else who is interested in a slate form factor e-reading device, especially if they also wish to have leisure-friendly Internet access, will likely choose the iPad exclusively. One thing is for sure: iPad has reduced Kindle’s market, and may have shifted its mass market potential to a mere niche play. If Amazon is smart, it will improve its iPad-based Kindle reader app significantly. It can then leverage the iPad channel as a significant market for the Kindle Store. After all, selling the eBooks themselves is what Amazon should care most about.

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  • CodePlex Daily Summary for Wednesday, April 04, 2012

    CodePlex Daily Summary for Wednesday, April 04, 2012Popular ReleasesExtAspNet: ExtAspNet v3.1.2: ExtAspNet - ?? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ?????????? ExtAspNet ????? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ??????????。 ExtAspNet ??????? JavaScript,?? CSS,?? UpdatePanel,?? ViewState,?? WebServices ???????。 ??????: IE 7.0, Firefox 3.6, Chrome 3.0, Opera 10.5, Safari 3.0+ ????:Apache License 2.0 (Apache) ??:http://extasp.net/ ??:http://bbs.extasp.net/ ??:http://extaspnet.codeplex.com/ ??:http://sanshi.cnblogs.com/ ????: +2012-04-04 v3.1.2 -??IE?????????????BUG(??"about:blank"?...totalem: version 2012.04.04.1: devel releaseNShape - .Net Diagramming Framework for Industrial Applications: NShape 2.0.0: Changes in 2.0.0:New / Changed / Extended Interfaces: public interface ISecurityManager public interface ISecurityDomainObject public interface IModelObject : ISecurityDomainObject public interface ILayerCollection : ICollection<Layer> public interface IRepository public interface ICommand public interface IModelMapping For details on interface changes, see documentation. For more changes on namespaces and base classes, see ReadMe.txt (installation folder) or Changes.txt in the s...ClosedXML - The easy way to OpenXML: ClosedXML 0.65.1: Aside from many bug fixes we now have Conditional Formatting The conditional formatting was sponsored by http://www.bewing.nl (big thanks) New on v0.65.1 Fixed issue when loading conditional formatting with default values for icon setsnopCommerce. Open source shopping cart (ASP.NET MVC): nopcommerce 2.50: Highlight features & improvements: • Significant performance optimization. • Allow store owners to create several shipments per order. Added a new shipping status: “Partially shipped”. • Pre-order support added. Enables your customers to place a Pre-Order and pay for the item in advance. Displays “Pre-order” button instead of “Buy Now” on the appropriate pages. Makes it possible for customer to buy available goods and Pre-Order items during one session. It can be managed on a product variant ...SkyDrive Connector for SharePoint: SkyDriveConnector for SharePoint: SkyDriveConnector for SharePointWiX Toolset: WiX v3.6 RC0: WiX v3.6 RC0 (3.6.2803.0) provides support for VS11 and a more stable Burn engine. For more information see Rob's blog post about the release: http://robmensching.com/blog/posts/2012/4/3/WiX-v3.6-Release-Candidate-Zero-availableSageFrame: SageFrame 2.0: Sageframe is an open source ASP.NET web development framework developed using ASP.NET 3.5 with service pack 1 (sp1) technology. It is designed specifically to help developers build dynamic website by providing core functionality common to most web applications.Lightbox Gallery Module for DotNetNuke: 01.11.00: This version of the Lightbox Gallery Module adds the following features/bug fixes: Feature: Read image EXIF information Bug Fix: URL parsing bug for any folder provider Minimum System Requirements Please ensure that your environment meets or exceeds the following system requirements: DotNetNuke® Version 06.00.00 or higher SQL Server 2005 or later .Net Framework 3.5 SP1 or lateriTuner - The iTunes Companion: iTuner 1.5.4475: Fix to parse empty playlists in iTunes LibraryGoogleMap Control: Google Geocoder 1.3: Geo types changes to string type and GeoAddressType enum changes to static class with some known types as constants in order to resolve the problems with new and not defined geo types.Document.Editor: 2012.2: Whats New for Document.Editor 2012.2: New Save Copy support New Page Setup support Minor Bug Fix's, improvements and speed upsVidCoder: 1.3.2: Added option for the minimum title length to scan. Added support to enable or disable LibDVDNav. Added option to prompt to delete source files after clearing successful completed items. Added option to disable remembering recent files and folders. Tweaked number box to only select all on a quick click.MJP's DirectX 11 Samples: Light Indexed Deferred Rendering: Implements light indexed deferred using per-tile light lists calculated in a compute shader, as well as a traditional deferred renderer that uses a compute shader for per-tile light culling and per-pixel shading.Pcap.Net: Pcap.Net 0.9.0 (66492): Pcap.Net - March 2012 Release Pcap.Net is a .NET wrapper for WinPcap written in C++/CLI and C#. It Features almost all WinPcap features and includes a packet interpretation framework. Version 0.9.0 (Change Set 66492)March 31, 2012 release of the Pcap.Net framework. Follow Pcap.Net on Google+Follow Pcap.Net on Google+ Files Pcap.Net.DevelopersPack.0.9.0.66492.zip - Includes all the tutorial example projects source files, the binaries in a 3rdParty directory and the documentation. It include...Extended WPF Toolkit: Extended WPF Toolkit - 1.6.0: Want an easier way to install the Extended WPF Toolkit?The Extended WPF Toolkit is available on Nuget. What's in the 1.6.0 Release?BusyIndicator ButtonSpinner Calculator CalculatorUpDown CheckListBox - Breaking Changes CheckComboBox - New Control ChildWindow CollectionEditor CollectionEditorDialog ColorCanvas ColorPicker DateTimePicker DateTimeUpDown DecimalUpDown DoubleUpDown DropDownButton IntegerUpDown Magnifier MaskedTextBox MessageBox MultiLineTex...Media Companion: MC 3.434b Release: General This release should be the last beta for 3.4xx. If there are no major problems, by the end of the week it will upgraded to 3.500 Stable! The latest mc_com.exe should be included too! TV Bug fix - crash when using XBMC scraper for TV episodes. Bug fix - episode count update when adding new episodes. Bug fix - crash when actors name was missing. Enhanced TV scrape progress text. Enhancements made to missing episodes display. Movies Bug fix - hide "Play Trailer" when multisaev...Better Explorer: Better Explorer 2.0.0.831 Alpha: - A new release with: - many bugfixes - changed icon - added code for more failsafe registry usage on x64 systems - not needed regfix anymore - added ribbon shortcut keys - Other fixes Note: If you have problems opening system libraries, a suggestion was given to copy all of these libraries and then delete the originals. Thanks to Gaugamela for that! (see discussion here: 349015 ) Note2: I was upload again the setup due to missing file!MonoGame - Write Once, Play Everywhere: MonoGame 2.5: The MonoGame team are pleased to announce that MonoGame v2.5 has been released. This release contains important bug fixes, implements optimisations and adds key features. MonoGame now has the capability to use OpenGLES 2.0 on Android and iOS devices, meaning it now supports custom shaders across mobile and desktop platforms. Also included in this release are native orientation animations on iOS devices and better Orientation support for Android. There have also been a lot of bug fixes since t...Circuit Diagram: Circuit Diagram 2.0 Alpha 3: New in this release: Added components: Microcontroller Demultiplexer Flip & rotate components Open XML files from older versions of Circuit Diagram Text formatting for components New CDDX syntax Other fixesNew ProjectsASP.Net MVC Composite Application Framework: ASP.NET MVC Composite Application FrameworkaTimer : Take a break timer: This timer will help programmers and other people who work on computer for long periods, users will be able to set their time period for work and break, whether you want to enforce the break by hibernating or making your computer sleep. Will be good for eyes, a lot! Still under development and will be monthly revised.Avilander Maven: Projeto Disciplina Branquinho.Banner from Databases: make a banner from database informationCrmXpress OptionSet Manager For Microsoft Dynamics CRM 2011: CrmXpress OptionSet Manager For Microsoft Dynamics CRM 2011CSharpCodeLineCounter: Count code lines as Code Metrics do.Decatec Sharepoint code: Various Decatec Sharepoint codeDevWebServer: DevWebServer is a simple, lightweight web server which can be used for unit testing HTTP client applications. It is developed in C#, has minimal dependencies and is provided as a single assembly.Effect Architect: A real-time effect editor (currently) aimed at Direct3D9. The idea is to bring features that popular IDEs provide to HLSL coding, as well as features that are specific to graphical coding.Gpu Hough: Demo project performing Hough transformation on GPUHappyHourWin8: This project contains several Metro-App development approaches. There will be an RSS-Reader, a task list and a game. Home Media Center: Home Media Center is a server application for UPnP / DLNA compatible devices. It supports streaming and transcoding media files, Windows desktop and video from webcams. This project is developed in C#, C++ and uses DirectShow, Media Foundation.INSTEON Mayhem Module: INSTEON module for Mayhem application.ISService: ISServiceKEITH: Kinect for hospitalsKnowledge Exchange: KnowledgeExchangeLightweight Test Automation Framework: The Lightweight Test Automation Framework for ASP.NET was developed and is currently used by the ASP.NET QA Team to automate regression tests for the product. It is designed to run within an ASP.NET application. Tests can be written in any .NET Framework language. They use an APlinewatchdk: linewatchdkLuaForMono: c#?lua?????,??LuaInterface??luaSharp???,?????????(luaInterface)??lua??c#?????????(luasharp),??mono?linux????????lua??.Metro App Toolkit: The Metro App Toolkit provides the developer community with key components and functionality that are commonly used in Metro Apps for WindowsPhone, Windows8 and the web, including Networking! Toolkit releases include samples & docs. From the community, for the community. My IE Accelerators: 1. dict.cn ie accelaratorofm: ofmOrchard Clippy module: Orchard Clippy moduleOrchard Twitter module: Orchard Twitter modulePersian Subtitle For Programming Courses: This project is created for collecting all programming course's PERSIAN SUBTITLE and help Persian language student to learn programming and every thing related to their major, by Meysam Hooshmandpicking: pickingPomodoro Timer for Visual Studio: Keep track of your Pomodoro Technique (from the Pomodoro Technique® official website – www.pomodorotechnique.com) sessions in Visual Studio.ScriptSafe: A simple powershell wrapper around source control aimed at admins to enable simple source control for their scripts.SkyDrive Connector for SharePoint: SkyDrive Connector for SharePoint is a sandbox web part that can help manage documents stored on skydrive on sharepoint by adding additional metadata. This helps the document to be discoverable on SharePoint. Also SkyDrive provides 25GB for free space for live users.SkypeTranslator: Help users to translate incoming message from Skype and Outlook applications to specified language. In core was use Elysium , log4net , and WPF frameworks, WPF Toolkit Extended,TPL,WCFTalking Heads: The TalkingHeads is a simple social network written in ASP .NET 4.0. It is intended for demonstrating and exploring application monitoring features of AVIcode technology. It works great with AVIcode 5.7, as well as with APM feature in System Center 2012. Unik Project: Unik is a Unified Framework makes easier to create enterprise .NET applications based on architecture best practice.WV-CU950 System Controller .NET Library.: WV-CU950 System Controller .NET library for Panasonic WV-CU950 System Controller. This library contains data processing method.YO JACK!: <Project name>Yo Jack!</Project name> Gather evidence to track down a physical theft of your computer, and turn over to the police. Free to the public.???????: ????????

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  • Asynchronous Streaming in ASP.NET WebApi

    - by andresv
     Hi everyone, if you use the cool MVC4 WebApi you might encounter yourself in a common situation where you need to return a rather large amount of data (most probably from a database) and you want to accomplish two things: Use streaming so the client fetch the data as needed, and that directly correlates to more fetching in the server side (from our database, for example) without consuming large amounts of memory. Leverage the new MVC4 WebApi and .NET 4.5 async/await asynchronous execution model to free ASP.NET Threadpool threads (if possible).  So, #1 and #2 are not directly related to each other and we could implement our code fulfilling one or the other, or both. The main point about #1 is that we want our method to immediately return to the caller a stream, and that client side stream be represented by a server side stream that gets written (and its related database fetch) only when needed. In this case we would need some form of "state machine" that keeps running in the server and "knows" what is the next thing to fetch into the output stream when the client ask for more content. This technique is generally called a "continuation" and is nothing new in .NET, in fact using an IEnumerable<> interface and the "yield return" keyword does exactly that, so our first impulse might be to write our WebApi method more or less like this:           public IEnumerable<Metadata> Get([FromUri] int accountId)         {             // Execute the command and get a reader             using (var reader = GetMetadataListReader(accountId))             {                 // Read rows asynchronously, put data into buffer and write asynchronously                 while (reader.Read())                 {                     yield return MapRecord(reader);                 }             }         }   While the above method works, unfortunately it doesn't accomplish our objective of returning immediately to the caller, and that's because the MVC WebApi infrastructure doesn't yet recognize our intentions and when it finds an IEnumerable return value, enumerates it before returning to the client its values. To prove my point, I can code a test method that calls this method, for example:        [TestMethod]         public void StreamedDownload()         {             var baseUrl = @"http://localhost:57771/api/metadata/1";             var client = new HttpClient();             var sw = Stopwatch.StartNew();             var stream = client.GetStreamAsync(baseUrl).Result;             sw.Stop();             Debug.WriteLine("Elapsed time Call: {0}ms", sw.ElapsedMilliseconds); } So, I would expect the line "var stream = client.GetStreamAsync(baseUrl).Result" returns immediately without server-side fetching of all data in the database reader, and this didn't happened. To make the behavior more evident, you could insert a wait time (like Thread.Sleep(1000);) inside the "while" loop, and you will see that the client call (GetStreamAsync) is not going to return control after n seconds (being n == number of reader records being fetched).Ok, we know this doesn't work, and the question would be: is there a way to do it?Fortunately, YES!  and is not very difficult although a little more convoluted than our simple IEnumerable return value. Maybe in the future this scenario will be automatically detected and supported in MVC/WebApi.The solution to our needs is to use a very handy class named PushStreamContent and then our method signature needs to change to accommodate this, returning an HttpResponseMessage instead of our previously used IEnumerable<>. The final code will be something like this: public HttpResponseMessage Get([FromUri] int accountId)         {             HttpResponseMessage response = Request.CreateResponse();             // Create push content with a delegate that will get called when it is time to write out              // the response.             response.Content = new PushStreamContent(                 async (outputStream, httpContent, transportContext) =>                 {                     try                     {                         // Execute the command and get a reader                         using (var reader = GetMetadataListReader(accountId))                         {                             // Read rows asynchronously, put data into buffer and write asynchronously                             while (await reader.ReadAsync())                             {                                 var rec = MapRecord(reader);                                 var str = await JsonConvert.SerializeObjectAsync(rec);                                 var buffer = UTF8Encoding.UTF8.GetBytes(str);                                 // Write out data to output stream                                 await outputStream.WriteAsync(buffer, 0, buffer.Length);                             }                         }                     }                     catch(HttpException ex)                     {                         if (ex.ErrorCode == -2147023667) // The remote host closed the connection.                          {                             return;                         }                     }                     finally                     {                         // Close output stream as we are done                         outputStream.Close();                     }                 });             return response;         } As an extra bonus, all involved classes used already support async/await asynchronous execution model, so taking advantage of that was very easy. Please note that the PushStreamContent class receives in its constructor a lambda (specifically an Action) and we decorated our anonymous method with the async keyword (not a very well known technique but quite handy) so we can await over the I/O intensive calls we execute like reading from the database reader, serializing our entity and finally writing to the output stream.  Well, if we execute the test again we will immediately notice that the a line returns immediately and then the rest of the server code is executed only when the client reads through the obtained stream, therefore we get low memory usage and far greater scalability for our beloved application serving big chunks of data.Enjoy!Andrés.        

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  • Top 50 ASP.Net Interview Questions & Answers

    - by Samir R. Bhogayta
    1. What is ASP.Net? It is a framework developed by Microsoft on which we can develop new generation web sites using web forms(aspx), MVC, HTML, Javascript, CSS etc. Its successor of Microsoft Active Server Pages(ASP). Currently there is ASP.NET 4.0, which is used to develop web sites. There are various page extensions provided by Microsoft that are being used for web site development. Eg: aspx, asmx, ascx, ashx, cs, vb, html, xml etc. 2. What’s the use of Response.Output.Write()? We can write formatted output  using Response.Output.Write(). 3. In which event of page cycle is the ViewState available?   After the Init() and before the Page_Load(). 4. What is the difference between Server.Transfer and Response.Redirect?   In Server.Transfer page processing transfers from one page to the other page without making a round-trip back to the client’s browser.  This provides a faster response with a little less overhead on the server.  The clients url history list or current url Server does not update in case of Server.Transfer. Response.Redirect is used to redirect the user’s browser to another page or site.  It performs trip back to the client where the client’s browser is redirected to the new page.  The user’s browser history list is updated to reflect the new address. 5. From which base class all Web Forms are inherited? Page class.  6. What are the different validators in ASP.NET? Required field Validator Range  Validator Compare Validator Custom Validator Regular expression Validator Summary Validator 7. Which validator control you use if you need to make sure the values in two different controls matched? Compare Validator control. 8. What is ViewState? ViewState is used to retain the state of server-side objects between page post backs. 9. Where the viewstate is stored after the page postback? ViewState is stored in a hidden field on the page at client side.  ViewState is transported to the client and back to the server, and is not stored on the server or any other external source. 10. How long the items in ViewState exists? They exist for the life of the current page. 11. What are the different Session state management options available in ASP.NET? In-Process Out-of-Process. In-Process stores the session in memory on the web server. Out-of-Process Session state management stores data in an external server.  The external server may be either a SQL Server or a State Server.  All objects stored in session are required to be serializable for Out-of-Process state management. 12. How you can add an event handler?  Using the Attributes property of server side control. e.g. [csharp] btnSubmit.Attributes.Add(“onMouseOver”,”JavascriptCode();”) [/csharp] 13. What is caching? Caching is a technique used to increase performance by keeping frequently accessed data or files in memory. The request for a cached file/data will be accessed from cache instead of actual location of that file. 14. What are the different types of caching? ASP.NET has 3 kinds of caching : Output Caching, Fragment Caching, Data Caching. 15. Which type if caching will be used if we want to cache the portion of a page instead of whole page? Fragment Caching: It caches the portion of the page generated by the request. For that, we can create user controls with the below code: [xml] <%@ OutputCache Duration=”120? VaryByParam=”CategoryID;SelectedID”%> [/xml] 16. List the events in page life cycle.   1) Page_PreInit 2) Page_Init 3) Page_InitComplete 4) Page_PreLoad 5) Page_Load 6) Page_LoadComplete 7) Page_PreRender 8)Render 17. Can we have a web application running without web.Config file?   Yes 18. Is it possible to create web application with both webforms and mvc? Yes. We have to include below mvc assembly references in the web forms application to create hybrid application. [csharp] System.Web.Mvc System.Web.Razor System.ComponentModel.DataAnnotations [/csharp] 19. Can we add code files of different languages in App_Code folder?   No. The code files must be in same language to be kept in App_code folder. 20. What is Protected Configuration? It is a feature used to secure connection string information. 21. Write code to send e-mail from an ASP.NET application? [csharp] MailMessage mailMess = new MailMessage (); mailMess.From = “[email protected]”; mailMess.To = “[email protected]”; mailMess.Subject = “Test email”; mailMess.Body = “Hi This is a test mail.”; SmtpMail.SmtpServer = “localhost”; SmtpMail.Send (mailMess); [/csharp] MailMessage and SmtpMail are classes defined System.Web.Mail namespace.  22. How can we prevent browser from caching an ASPX page?   We can SetNoStore on HttpCachePolicy object exposed by the Response object’s Cache property: [csharp] Response.Cache.SetNoStore (); Response.Write (DateTime.Now.ToLongTimeString ()); [/csharp] 23. What is the good practice to implement validations in aspx page? Client-side validation is the best way to validate data of a web page. It reduces the network traffic and saves server resources. 24. What are the event handlers that we can have in Global.asax file? Application Events: Application_Start , Application_End, Application_AcquireRequestState, Application_AuthenticateRequest, Application_AuthorizeRequest, Application_BeginRequest, Application_Disposed,  Application_EndRequest, Application_Error, Application_PostRequestHandlerExecute, Application_PreRequestHandlerExecute, Application_PreSendRequestContent, Application_PreSendRequestHeaders, Application_ReleaseRequestState, Application_ResolveRequestCache, Application_UpdateRequestCache Session Events: Session_Start,Session_End 25. Which protocol is used to call a Web service? HTTP Protocol 26. Can we have multiple web config files for an asp.net application? Yes. 27. What is the difference between web config and machine config? Web config file is specific to a web application where as machine config is specific to a machine or server. There can be multiple web config files into an application where as we can have only one machine config file on a server. 28.  Explain role based security ?   Role Based Security used to implement security based on roles assigned to user groups in the organization. Then we can allow or deny users based on their role in the organization. Windows defines several built-in groups, including Administrators, Users, and Guests. [xml] <AUTHORIZATION>< authorization > < allow roles=”Domain_Name\Administrators” / >   < !– Allow Administrators in domain. — > < deny users=”*”  / >                            < !– Deny anyone else. — > < /authorization > [/xml] 29. What is Cross Page Posting? When we click submit button on a web page, the page post the data to the same page. The technique in which we post the data to different pages is called Cross Page posting. This can be achieved by setting POSTBACKURL property of  the button that causes the postback. Findcontrol method of PreviousPage can be used to get the posted values on the page to which the page has been posted. 30. How can we apply Themes to an asp.net application? We can specify the theme in web.config file. Below is the code example to apply theme: [xml] <configuration> <system.web> <pages theme=”Windows7? /> </system.web> </configuration> [/xml] 31: What is RedirectPermanent in ASP.Net?   RedirectPermanent Performs a permanent redirection from the requested URL to the specified URL. Once the redirection is done, it also returns 301 Moved Permanently responses. 32: What is MVC? MVC is a framework used to create web applications. The web application base builds on  Model-View-Controller pattern which separates the application logic from UI, and the input and events from the user will be controlled by the Controller. 33. Explain the working of passport authentication. First of all it checks passport authentication cookie. If the cookie is not available then the application redirects the user to Passport Sign on page. Passport service authenticates the user details on sign on page and if valid then stores the authenticated cookie on client machine and then redirect the user to requested page 34. What are the advantages of Passport authentication? All the websites can be accessed using single login credentials. So no need to remember login credentials for each web site. Users can maintain his/ her information in a single location. 35. What are the asp.net Security Controls? <asp:Login>: Provides a standard login capability that allows the users to enter their credentials <asp:LoginName>: Allows you to display the name of the logged-in user <asp:LoginStatus>: Displays whether the user is authenticated or not <asp:LoginView>: Provides various login views depending on the selected template <asp:PasswordRecovery>:  email the users their lost password 36: How do you register JavaScript for webcontrols ? We can register javascript for controls using <CONTROL -name>Attribtues.Add(scriptname,scripttext) method. 37. In which event are the controls fully loaded? Page load event. 38: what is boxing and unboxing? Boxing is assigning a value type to reference type variable. Unboxing is reverse of boxing ie. Assigning reference type variable to value type variable. 39. Differentiate strong typing and weak typing In strong typing, the data types of variable are checked at compile time. On the other hand, in case of weak typing the variable data types are checked at runtime. In case of strong typing, there is no chance of compilation error. Scripts use weak typing and hence issues arises at runtime. 40. How we can force all the validation controls to run? The Page.Validate() method is used to force all the validation controls to run and to perform validation. 41. List all templates of the Repeater control. ItemTemplate AlternatingltemTemplate SeparatorTemplate HeaderTemplate FooterTemplate 42. List the major built-in objects in ASP.NET?  Application Request Response Server Session Context Trace 43. What is the appSettings Section in the web.config file? The appSettings block in web config file sets the user-defined values for the whole application. For example, in the following code snippet, the specified ConnectionString section is used throughout the project for database connection: [csharp] <em><configuration> <appSettings> <add key=”ConnectionString” value=”server=local; pwd=password; database=default” /> </appSettings></em> [/csharp] 44.      Which data type does the RangeValidator control support? The data types supported by the RangeValidator control are Integer, Double, String, Currency, and Date. 45. What is the difference between an HtmlInputCheckBox control and anHtmlInputRadioButton control? In HtmlInputCheckBoxcontrol, multiple item selection is possible whereas in HtmlInputRadioButton controls, we can select only single item from the group of items. 46. Which namespaces are necessary to create a localized application? System.Globalization System.Resources 47. What are the different types of cookies in ASP.NET? Session Cookie – Resides on the client machine for a single session until the user does not log out. Persistent Cookie – Resides on a user’s machine for a period specified for its expiry, such as 10 days, one month, and never. 48. What is the file extension of web service? Web services have file extension .asmx.. 49. What are the components of ADO.NET? The components of ADO.Net are Dataset, Data Reader, Data Adaptor, Command, connection. 50. What is the difference between ExecuteScalar and ExecuteNonQuery? ExecuteScalar returns output value where as ExecuteNonQuery does not return any value but the number of rows affected by the query. ExecuteScalar used for fetching a single value and ExecuteNonQuery used to execute Insert and Update statements.

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