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  • Passing multiple Vertex Attributes in GLSL 130

    - by Roy T.
    (note this question is closely related to this one however I didn't fully understand the accepted answer) To support videocards in laptops I have to rewrite my GLSL 330 shaders to GLSL 130. I'm trying to do this but somehow I don't get vertex attributes to work properly. My 330 shaders look like this: #version 330 layout(location = 0) in vec4 position; layout(location = 3) in vec4 color; smooth out vec4 theColor; void main() { gl_Position = position; theColor = color; } Now this explicit layout is not allowed in GLSL 130 so I referenced this page to see what the default layouts for some values would be. As you can see position should be the 0th vertex attribute and color should be the 3rd vertex attribute. Because this is a test case I had already configured my explicit layouts in the same way, which worked, so I now simply rewrote my shader to this and expected it to work: #version 130 smooth out vec4 theColor; void main() { gl_Position = gl_Vertex; theColor = gl_Color; } However this doesn't work, the value of gl_Color is always (1,1,1,1). So how should I pass multiple vertex attributes to my GLSL 130 shaders? For reference, this is how I set my vertex buffer object and attributes (I've just adapted this tutorial to JAVA+JOGL) gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vertex_buffer_id); gl.glEnableVertexAttribArray(0); gl.glEnableVertexAttribArray(3); gl.glVertexAttribPointer(0, 4 , GL3.GL_FLOAT, false, 0, 0); gl.glVertexAttribPointer(3, 4, GL3.GL_FLOAT, false, 0, 4*4*4); gl.glDrawArrays(GL3.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableVertexAttribArray(0); gl.glDisableVertexAttribArray(3); EDIT I solved the problem by querying for the layout locations of position an color using glGetAttribLocation however I still don't understand why the 'hardcoded' values like gl_Color didn't work, can't I upload data in there as normal? Shouldn't they be used?

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  • Creando controles personalizados para asp.net

    - by jaullo
    Si bien es cierto que asp.net contiene muchos controles que nos facilitan la vida, en muchas ocasiones requerimos funcionalidades adicionales. Una de las opciones es recurrir a la creación de controles personalizados. Este será el Primero de varios post que dedicare a mostrar como crear algunos controles personalizados utilizando elementos sumamente sencillos y faciles de entender. Para ello utilizaremos unicamente los regularexpressionvalidator y unas cuantas expresiones regulares. Para este ejemplo extenderemos la funcionalidad de un textbox para que valide números de tarjetas de crédito. Nuestro textbox deberá verificar que existan 16 números, en grupos de 4, separados por un - Entonces, creamos un nuevo proyecto de tipo control de servidor asp.net Primeramente importamos los espacios de nombres Imports System.ComponentModel Imports System.Web Imports System.Web.UI.WebControls Imports System.Web.UI   Segundo creamos nuestra clase Public Class TextboxCreditCardNumber end class Ahora,  le decimos a nuestra clase que vamos a heredar de textbox Public Class TextboxCreditCardNumber           Inherits TextBox end class Una vez que tenemos esto, nuestra base de programación esta lista, asi que vamos a codificar nuestra nueva funcionalidad Declaramos nuestra variables y una propiedad pública que contendrá el mensaje de error que debe ser devuelto al usuario, esta será publica para que pueda ser personalizada.    Private req As New RegularExpressionValidator     Private mstrmensaje As String = "Número de Tarjeta Invalido"     Public Property MensajeError() As String         Get             Return mstrmensaje         End Get         Set(ByVal value As String)             mstrmensaje = value         End Set     End Property   Ahora definimos el metodo OnInit de nuestro control, en el cual asignaremos las propiedad e inicializaremos nuestras funciones    Protected Overrides Sub OnInit(ByVal e As System.EventArgs)         req.ControlToValidate = MyBase.ID         req.ErrorMessage = mstrmensaje         req.Display = ValidatorDisplay.Dynamic         req.ValidationExpression = "^(\d{4}-){3}\d{4}$|^(\d{4} ){3}\d{4}$|^\d{16}$"         Controls.Add(New LiteralControl("&nbsp;"))         Controls.Add(req)         MyBase.OnInit(e)     End Sub   Y por último, definimos el evento render (que es el encarado de dibujar nuestro control) Protected Overrides Sub Render(ByVal writer As System.Web.UI.HtmlTextWriter)         MyBase.Render(writer)         req.RenderControl(writer)     End Sub   Lo unico que nos queda ahora es compilar nuestra clase y añadir nuestro nuevo control al ToolBox de Controles para que pueda ser utilizado.

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  • Win32 strange exception

    - by Christian Frantz
    When creating 2500 objects, I get a strange windows exception. It says the operation copmleted successfully at my constructor line. The program doesn't run or anything. I'm assuming it has something to do with memory. Each object has 32 indices and 8 vertices, so that 640,000 bytes or whatever vertices and indices are stored as. Any idea on how to fix this? Creating 25 objects works fine\ System.ComponentModel.Win32Exception was unhandled Message=The operation completed successfully Source=System.Drawing ErrorCode=-2147467259 NativeErrorCode=0 StackTrace: at System.Drawing.Icon.Initialize(Int32 width, Int32 height) at System.Drawing.Icon..ctor(Type type, String resource) at Microsoft.Xna.Framework.WindowsGameWindow.GetDefaultIcon() at Microsoft.Xna.Framework.WindowsGameWindow..ctor() at Microsoft.Xna.Framework.WindowsGameHost..ctor(Game game) at Microsoft.Xna.Framework.Game.EnsureHost() at Microsoft.Xna.Framework.Game..ctor() at Cube_Chaser.Cube..ctor(GraphicsDevice graphicsDevice, Vector3 Position, Color Color) in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Cube.cs:line 31 at Cube_Chaser.Cube.CreateMap() in C:\Users\user\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Cube.cs:line 247 at Cube_Chaser.Game1.LoadContent() in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Game1.cs:line 86 at Microsoft.Xna.Framework.Game.Initialize() at Cube_Chaser.Game1.Initialize() in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Game1.cs:line 77 at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at Microsoft.Xna.Framework.Game.Run() at Cube_Chaser.Program.Main(String[] args) in C:\Users\user\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Program.cs:line 15 InnerException:

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  • What is controlling the desktop display?

    - by Bart Silverstrim
    I have two Ubuntu systems and in the course of changing configurations something has become muddled. I have disabled Unity in favor of gnome shell, the older style display of the desktop. Then I installed xfce 4. Seemed everything would be working okay, and for the most part it does. Except I noticed that on one system there's something else controlling settings. On one, if I right click the desktop, I get the menu with the options: open in new window create launcher... create url link... create folder... create from template -> open terminal here paste desktop settings... properties... applications -> On system two, right clicking brings up the menu: Create new folder Create new document -> organize desktop by name keep aligned paste Change Desktop Background Additionally, even though I set the background with the xfce settings manager, on system two that background will appear for a few seconds before it's replaced by something that looks like a background from Ubuntu's original desktop. And it's being controlled by what comes up with the "change desktop background" when right clicking, which isn't the xfce settings manager. On the first system, that right click does bring up the xfce settings tool. In short, something is controlling/overriding the xfce settings on machine two, but I can't find what file or configuration tool is doing it. How can I get system two to behave as system one, giving control of settings and configuration of X to XFCE's tools?

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  • Oracle Sun Solaris 11.1 Completes EAL4+ Common Criteria Evaluation

    - by Joshua Brickman-Oracle
    Oracle is pleased to announce that the Oracle Solaris 11.1 operating system has achieved a Common Criteria certification at Evaluation Assurance Level (EAL) 4 augmented by Flaw Remediation under the Canadian Communications Security Establishment’s (CSEC) Canadian Common Criteria  Scheme (CCCS).  EAL4 is the highest level achievable for commercial software, and is the highest level mutually recognized by 26 countries under the current Common Criteria Recognition Arrangement (CCRA).  Oracle Solaris 11.1 is conformant to the BSI Operating System Protection Profile v2.0 with the following four extended packages. (1) Advanced Management, (2) Extended Identification and Authentication, (3) Labeled Security, and (4) Virtualization. Common Criteria is an international framework (ISO/IEC 15408) which defines a common approach for evaluating security features and capabilities of Information Technology security products. A certified product is one that a recognized Certification Body asserts as having been evaluated by a qualified, accredited, and independent evaluation laboratory competent in the field of IT security evaluation to the requirements of the Common Criteria and Common Methodology for Information Technology Security Evaluation. Oracle Solaris is the industry’s most widely deployed UNIXtm operating system, delivers mission critical cloud infrastructure with built-in virtualization, simplified software lifecycle management, cloud scale data management, and advanced protection for public, private, and hybrid cloud environments. It provides a suite of technologies and applications that create an operating system with optimal performance. Oracle Solaris 11.1 includes key technologies such as Trusted Extensions, the Oracle Solaris Cryptographic Framework, Zones, the ZFS File System, Image Packaging System (IPS), and multiple boot environments. The Oracle Solaris 11.1 Certification Report and Security Target can be viewed on the Communications Security Establishment Canada (CSEC) site and on the Common Criteria Portal. For more information on Oracle’s participation in the Common Criteria program, please visit the main Common Criteria information page here: (http://www.oracle.com/technetwork/topics/security/oracle-common-criteria-095703.html) For a complete list of Oracle products with Common Criteria certifications and FIPS 140-2 validations, please see the Security Evaluations website here: (http://www.oracle.com/technetwork/topics/security/security-evaluations-099357.html).

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  • E-Business Integration with SSO using AccessGate

    - by user774220
    Moving away from the legacy Oracle SSO, Oracle E-Business Suite (EBS) came up with EBS AccessGate as the way forward to provide Single Sign On with Oracle Access Manager (OAM). As opposed to AccessGate in OAM terminology, EBS AccessGate has no specific connection with OAM with respect to configuration. Instead, EBS AccessGate uses the header variables sent from the SSO system to create the native user-session, like any other SSO enabled web application. E-Business Suite Integration with Oracle Access Manager It is a known fact that E-Business suite requires Oracle Internet Directory (OID) as the user repository to enable Single Sign On. This is due to the fact that E-Business Suite needs to be registered with OID to for Single Sign On. Additionally, E-Business Suite uses “orclguid” in OID to map the Single Sign On user with the corresponding local user profile. During authentication, EBS AccessGate expects SSO system to return orclguid and EBS username (stored as a user-attribute in SSO user store) in two header variables USER_ORCLGUID and USER_NAME respectively. Following diagram depicts the authentication flow once SSO system returns EBS Username and orclguid after successful authentication: Topic to brainstorm: EBS AccessGate as a generic SSO enablement solution for E-Business Suite AccessGate Even though EBS AccessGate is suggested as an integration approach between OAM and Oracle E-Business Suite, this section attempts to look at EBS AccessGate as a generic solution approach to provide SSO to Oracle E-Business Suite using any Web SSO solution. From the above points, the only dependency on the SSO system is that it should be able to return the corresponding orclguid from the OID which is configured with the E-Business Suite. This can be achieved by a variety of approaches: By using the same OID referred by E-Business Suite as the Single Sign On user store. If SSO System is using a different user store then: Use DIP or OIM to synch orclsguid from E-Business Suite OID to SSO user store Use OVD to provide an LDAP view where orclguid from E-Business Suite OID is part of the user entity in the user store referred by SSO System

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  • Dealing with "jumping" sprites: badly centered?

    - by GigaBass
    Thing is, I've used darkFunction Editor as a way to get all the spriteCoordinates off a spriteSheet for each individual sprite, and parse the .xml it generates inside my game. It all works fine, except when the sprites are all similarly sized, but when a sprite changes from a small sprite into a big one, such as here: When from walking from some direction, to attacking, it starts "jumping", appearing glitchy, because it's not staying in the same correct position, only doing so for the right attacking sprite, due to the drawing being made from the lower left part of the rectangle. I think someone experienced will immediately recognize the problem I mean, if not, when I return home soon, I will shoot a little youtube video demonstrating the issue! So the question is: what possible solutions are there? I've thought that some sort of individual frame "offset" system might be the answer, or perhaps splitting, in this case, the sprite in 2: the sword, and the character itself, and draw sword according to character's facing, but that might be overly complex. Another speculation would be that there might be some sort of method in LibGdx, the library I'm using, that allows me to change the drawing center (which I looked for and didn't find), so I could choose from where the drawing starts.

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  • Tip 13 : Kill a process using C#, from local to remote

    - by StanleyGu
    1. My first choice is always to try System.Diagnostics to kill a process 2. The first choice works very well in killing local processes. I thought the first choice should work for killing remote process too because process.kill() method is overloaded with second argument of machine name. I pass process name plus remote machine name and call the process.kill() method 3. Unfortunately, it gives me error message of "Feature is not supported for remote machines.". Apparently, you can query but not kill a remote process using Process class in System.Diagnostics. The MSDN library document explicitly states that about Process class: Provides access to local and remote processes and enables you to start and stop local system processes. 4. I try my second choice: using System.Management to kill a process running on a remote machine. Make sure add references to System.Management.dll and System.Management.Instrumentation.dll 5. The second choice works very well in killing a remote process. Just need to make sure the account running your program must be configured to have permission to kill a process running on the remote machine.  

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  • Issue with multiplayer interpolation

    - by Ben Cracknell
    In a fast-paced multiplayer game I'm working on, there is an issue with the interpolation algorithm. You can see it clearly in the image below. Cyan: Local position when a packet is received Red: Position received from packet (goal) Blue: Line from local position to goal when packet is received Black: Local position every frame As you can see, the local position seems to oscillate around the goals instead of moving between them smoothly. Here is the code: // local transform position when the last packet arrived. Will lerp from here to the goal private Vector3 positionAtLastPacket; // location received from last packet private Vector3 goal; // time since the last packet arrived private float currentTime; // estimated time to reach goal (also the expected time of the next packet) private float timeToReachGoal; private void PacketReceived(Vector3 position, float timeBetweenPackets) { positionAtLastPacket = transform.position; goal = position; timeToReachGoal = timeBetweenPackets; currentTime = 0; Debug.DrawRay(transform.position, Vector3.up, Color.cyan, 5); // current local position Debug.DrawLine(transform.position, goal, Color.blue, 5); // path to goal Debug.DrawRay(goal, Vector3.up, Color.red, 5); // received goal position } private void FrameUpdate() { currentTime += Time.deltaTime; float delta = currentTime/timeToReachGoal; transform.position = FreeLerp(positionAtLastPacket, goal, currentTime / timeToReachGoal); // current local position Debug.DrawRay(transform.position, Vector3.up * 0.5f, Color.black, 5); } /// <summary> /// Lerp without being locked to 0-1 /// </summary> Vector3 FreeLerp(Vector3 from, Vector3 to, float t) { return from + (to - from) * t; } Any idea about what's going on?

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  • XNA Required information to represent 2D Sprite graphically

    - by Fire-Dragon-DoL
    I was thinking about dividing my game engine into 2 threads: render thread and update thread (I can't come up on how to divide update thread from physic thread at the moment). That said, I have to duplicate all Sprite informations, what do I really need to represents a 2D Sprite graphically? Here are my ideas (I'll mark with ? things that I'm not sure): Vector2 Position float Rotation ? Vector2 Pivot ? Rectangle TextureRectangle Texture2D Texture Vector2 ImageOrigin ? (is it tracked somewhere else?) If you have any suggestion about using different types for datas, it's appreciated Last part of the question: isn't this a lot of data to copy in a buffer?what should I really copy in the buffer?I'm following this tutorial: http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/3/ Thanks UPDATE 1: Newer values at the moment: Vector2 Position float Rotation Vector2 Pivot Rectangle TextureRectangle Texture2D Texture Color Color byte Facing (can be left or right, I'll do it with an enum) I re-read the tutorial, what I was doing wrong is not that I need to pass all those values, I need to pass only changed values as messages. UPDATE 2: Vector2 Position float Rotation Vector2 Pivot Rectangle TextureRectangle Texture2D Texture Color Color bool Flip uint DrawOrder Vector2 Scale bool Visible ? Mhhh, should Visibile be included?

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  • How to implement early exit / return in Haskell?

    - by Giorgio
    I am porting a Java application to Haskell. The main method of the Java application follows the pattern: public static void main(String [] args) { if (args.length == 0) { System.out.println("Invalid number of arguments."); System.exit(1); } SomeDataType d = getData(arg[0]); if (!dataOk(d)) { System.out.println("Could not read input data."); System.exit(1); } SomeDataType r = processData(d); if (!resultOk(r)) { System.out.println("Processing failed."); System.exit(1); } ... } So I have different steps and after each step I can either exit with an error code, or continue to the following step. My attempt at porting this to Haskell goes as follows: main :: IO () main = do a <- getArgs if ((length args) == 0) then do putStrLn "Invalid number of arguments." exitWith (ExitFailure 1) else do -- The rest of the main function goes here. With this solution, I will have lots of nested if-then-else (one for each exit point of the original Java code). Is there a more elegant / idiomatic way of implementing this pattern in Haskell? In general, what is a Haskell idiomatic way to implement an early exit / return as used in an imperative language like Java?

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  • VBO and shaders confusion, what's their connection?

    - by Jeffrey
    Considering OpenGL 2.1 VBOs and 1.20 GLSL shaders: When creating an entity like "Zombie", is it good to initialize just the VBO buffer with the data once and do N glDrawArrays() calls per each N zombies? Is there a more efficient way? (With a single call we cannot pass different uniforms to the shader to calculate an offset, see point 3) When dealing with logical object (player, tree, cube etc), should I always use the same shader or should I customize (or be able to customize) the shaders per each object? Considering an entity class, should I create and define the shader at object initialization? When having a movable object such as a human, is there any more powerful way to deal with its coordinates than to initialize its VBO object at 0,0 and define an uniform offset to pass to the shader to calculate its real position? Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombielist class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie }

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  • Policy Administration is the Top 2011 IT Priority for Insurers

    - by helen.pitts(at)oracle.com
    The current issue of Insurance Networking News includes an interesting column by Novarica's Matt Josefowicz.  Recent research by the firm revealed that policy administration replacement or extension is the most common strategic IT project for insurers this year.  The article goes on to note that insurers are keenly focused on the business capabilities that can be delivered once the system is in production as well as the ability to leverage agile development methodologies and true business/IT collaboration during implementation. The results are not too surprising given that policy administration is a mission-critical system for life and annuity insurers.  As Josefowicz notes, "Core systems are called core for a reason--they are at the heart of the insurer's ability to function.  Replacing them is not to be done lightly, but failing to replace them can mean diminishing the ability to compete or function effectively as a company." Insurers can no longer rely on inflexible policy administration systems that impede their ability to rapidly configure and bring to innovative new products, add riders, support changing business processes and take advantage of market opportunities.  The ability to leverage the policy administration systems to better service customers and distribution channels by providing real-time access to policy information throughout the policy lifecycle is also critical to sustain loyalty and further fuel growth.Insurers can benefit from a modern, adaptive policy administration system, like Oracle Insurance Policy Administration for Life and Annuity.  You can learn more about the industry's most highly advanced, rules-based system, which is unmatched for its highly flexible, rules-based configurability, performance and extensibility, as well as global market industry trends by viewing a complimentary, on-demand Webcast, Adapt, Transform and Grow:  Accelerate Speed to Market with Adaptive Insurance Policy Administration.Data conversions can be a daunting process for many insurers when deciding to modernize, in particular when consolidating from multiple, disparate legacy policy administration systems to a single new platform.  Migrating from a legacy system requires a well-thought out approach that builds on the industry's best thinking from previous modernization efforts and takes data migration off the critical path by leveraging proven methodology and tools to capitalize on the new system's capabilities.  We'll discuss more about this approach in a future Oracle Insurance blog.Helen Pitts is senior product marketing manager for Oracle Insurance's life and annuities solutions.

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  • Installation Problems & Antivirus

    - by Sagar Walvekar
    We have just migrated our systems from Windows to Ubuntu. We have more than 50 systems previously running Windows XP & Windows 7. After the release of 12.04 we decided to switch to Ubuntu. While we were installing Ubuntu 12.04 on Pentium 4 systems we have faced some issues. We tried it with a USB flash driver & CD. The typical configuration of the system is as follows: Pentium 4 with HT & 512 MB RAM, 40/80 GB IDE / SATA HDD. In windows there were several partitions and data on all the drives in all the systems. We have addressed this by taking backup of the C: drive on other drives & while installing Ubuntu we have just deleted & the C drive & recreated Linux partitions as follows - /root , /Boot, /Home & Swap.(in 10 GB) The problem is that the Linux gets installed without any error. However when I restart the system after the installation the system hangs in while detecting the HDD in BIOS and the system fails to start until I remove the HDD. When I installed the previous Ubuntu version it worked fine, without any hassle. Also if we install Ubuntu 12.04 on same HDD on any other higher capacity system & reconnected to old system it works fine. How can I fix this problem? Also, is there is any Antivirus which will give me real time protection on ubuntu 11 & higher versions with both 32 & 64 Bits?

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  • Algorithmically generating neon layers on pixel grid

    - by user190929
    In an attempt at a screensaver I am making, I am a fan of neo-like graphics, which, of course, look great against a black background. As I understand it, neon, graphically speaking, is essentially a gradient of a color, brightest in the center, and gets darker proceeding outward. Although, more accurate is similar, but separating it into tubes and glow. The tubes are mostly white, while the glow is where most of the color is seen. Well... the tubes could also be a light variant of the color, you could say. The glow is darker. Anyhow, my question is, how could you generate such things given an initial pattern of pixels that would be the tubes? For example, let's say I want to make a neon 'H'. I, via the libraries, can attain the rectangles of pixels which represent it, but I want to make it look neonized. How could I algorithmically achieve such an effect given a base tube shape and base color? EDIT: ok, I mistated that. Got a bit distracted. My purpose for this was similar to a neon effect, but not. Sorry about that. What I am looking for is something like this: Start with a pattern of pixels: [!][!][!][!][!][!][!][!] [!][!][O][!][!][!][!][!] [!][!][O][O][!][!][!][!] [!][!][!][!][O][!][!][!] [!][!][!][!][!][!][!][!] How to I find the U pixels? [!][E][E][E][!][!][!][!] [!][E][O][E][E][!][!][!] [!][E][O][O][E][E][!][!] [!][E][E][E][O][E][!][!] [!][!][!][E][E][E][!][!] Sorry if that looks bad.

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  • Correct level of abstraction for a 3d rendering component?

    - by JohnB
    I've seen lots of questions around this area but not this exact question so apologies if this is a duplicate. I'm making a small 3d game. Well to be honest, it's just a little hobby project and likely won't turn out to be an actual game, I'll be happy to make a nice graphics demo and learn about 3d rendering and c++ design. My intent is to use direct3d9 for rendering as I have some little experience of it, and it seems to meet my requirements. However if I've learned one thing as a programmer it's to ask "is there any conceivable reason that this component might be replaced by a different implmentation" and if the answer is yes then I need to design a proper abstraction and interface to that component. So even though I intend to implment d3d9 I need to design a 3d interface that could be implemented for d3d11, opengl... My question then is what level is it best to do this at? I'm thinking that an interface capable of creating and later drawing Vertex buffers and index buffers Textures Vertex and Pixel "shaders" Some representation of drawing state (blending modes etc...) In other words a fairly low level interface where my code to draw for example an animated model would use the interface to obtain abstract vertex buffers etc. I worry though that it's too low level to abstract out all the functionallity I need efficiently. The alternative is to do this at a higher level where the interface can draw objects, animations, landscapes etc, and implement them for each system. This seems like more work, but it more flexible I guess. So that's my question really, when abstracting out the drawing system, what level of interface works best?

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  • Why does TDD work?

    - by CesarGon
    Test-driven development (TDD) is big these days. I often see it recommended as a solution for a wide range of problems here in Programmers SE and other venues. I wonder why it works. From an engineering point of view, it puzzles me for two reasons: The "write test + refactor till pass" approach looks incredibly anti-engineering. If civil engineers used that approach for bridge construction, or car designers for their cars, for example, they would be reshaping their bridges or cars at very high cost, and the result would be a patched-up mess with no well thought-out architecture. The "refactor till pass" guideline is often taken as a mandate to forget architectural design and do whatever is necessary to comply with the test; in other words, the test, rather than the user, sets the requirement. In this situation, how can we guarantee good "ilities" in the outcomes, i.e. a final result that is not only correct but also extensible, robust, easy to use, reliable, safe, secure, etc.? This is what architecture usually does. Testing cannot guarantee that a system works; it can only show that it doesn't. In other words, testing may show you that a system contains defects if it fails a test, but a system that passes all tests is not safer than a system that fails them. Test coverage, test quality and other factors are crucial here. The false safe feelings that an "all green" outcomes produces to many people has been reported in civil and aerospace industries as extremely dangerous, because it may be interepreted as "the system is fine", when it really means "the system is as good as our testing strategy". Often, the testing strategy is not checked. Or, who tests the tests? I would like to see answers containing reasons why TDD in software engineering is a good practice, and why the issues that I have explained above are not relevant (or not relevant enough) in the case of software. Thank you.

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  • Is there a way to display navmesh agent path in Unity?

    - by Antoine Guillien
    I'm currently making a prototype for a game I plan to develop. As far as I did, I managed to set up the navigation mesh and my navmeshagents. I would like to display the path they are following when setDestination() is fired. I did some researches but didn't find anything about it. EDIT 1 : So I instantiate an empty object with a LineRenderer and I have a line bewteen my agent and the destination. Still I've not all the points when the path has to avoid an obstacle. Furthermore, I wonder if the agent.path does reflect the real path that the agent take as I noticed that it actually follow a "smoothier" path. Here is the code so far : GameObject container = new GameObject(); container.transform.parent = agent.gameObject.transform; LineRenderer ligne = container.AddComponent<LineRenderer>(); ligne.SetColors(Color.white,Color.white); ligne.SetWidth(0.1f,0.1f); //Get def material ligne.gameObject.renderer.material.color = Color.white; ligne.gameObject.renderer.material.shader = Shader.Find("Sprites/Default"); ligne.gameObject.AddComponent<LineScript>(); ligne.SetVertexCount(agent.path.corners.Length+1); int i = 0; foreach(Vector3 v in p.corners) { ligne.SetPosition(i,v); //Debug.Log("position agent"+g.transform.position); //Debug.Log("position corner = "+v); i++; } ligne.SetPosition(p.corners.Length,agent.destination); ligne.gameObject.tag = "ligne"; So How can I get the real coordinates my agent is going to walk throught ?

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  • DAO/Webservice Consumption in Web Application

    - by Gavin
    I am currently working on converting a "legacy" web-based (Coldfusion) application from single data source (MSSQL database) to multi-tier OOP. In my current system there is a read/write database with all the usual stuff and additional "read-only" databases that are exported daily/hourly from an Enterprise Resource Planning (ERP) system by SSIS jobs with business product/item and manufacturing/SCM planning data. The reason I have the opportunity and need to convert to multi-tier OOP is a newer more modern ERP system is being implemented business wide that will be a complete replacement. This newer ERP system offers several interfaces for third party applications like mine, from direct SQL access to either a dotNet web-service or a SOAP-like web-service. I have found several suitable frameworks I would be happy to use (Coldspring, FW/1) but I am not sure what design patterns apply to my data access object/component and how to manage the connection/session tokens, with this background, my question has the following three parts: Firstly I have concerns with moving from the relative safety of a SSIS job that protects me from downtime and speed of the ERP system to directly connecting with one of the web services which I note seem significantly slower than I expected (simple/small requests often take up to a whole second). Are there any design patterns I can investigate/use to cache/protect my data tier? It is my understanding data access objects (the component that connects directly with the web services and convert them into the data types I can then work with in my Domain Objects) should be singletons (and will act as an Adapter/Facade), am I correct? As part of the data access object I have to setup a connection by username/password (I could set up multiple users and/or connect multiple times with this) which responds with a session token that needs to be provided on every subsequent request. Do I do this once and share it across the whole application, do I setup a new "connection" for every user of my application and keep the token in their session scope (might quickly hit licensing limits), do I set the "connection" up per page request, or is there a design pattern I am missing that can manage multiple "connections" where a requests/access uses the first free "connection"? It is worth noting if the ERP system dies I will need to reset/invalidate all the connections and start from scratch, and depending on which web-service I use might need manually close the "connection/session"

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  • 2D XNA C#: Texture2D Wrapping Issue

    - by Kieran
    Working in C#/XNA for a Windows game: I'm using Texture2D to draw sprites. All of my sprites are 16 x 32. The sprites move around the screen as you would expect, by changing the top X/Y position of them when they're being drawn by the spritebatch. Most of the time when I run the game, the sprites appear like this: and when moved, they move as I expect, as one element. Infrequently they appear like this: and when moved it's like there are two sprites with a gap in between them - it's hard to describe. It only seems to happen sometimes - is there something I'm missing? I'd really like to know why this is happening. [Edit:] Adding Draw code as requested: This is the main draw routine - it first draws the sprite to a RenderTarget then blows it up by a scale of 4: protected override void Draw(GameTime gameTime) { // Draw to render target GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.CornflowerBlue); Texture2D imSprite = null; spriteBatch.Begin(SpriteSortMode.FrontToBack, null, SamplerState.PointWrap, null, null); ManSprite.Draw(spriteBatch); base.Draw(gameTime); spriteBatch.End(); // Draw render target to screen GraphicsDevice.SetRenderTarget(null); imageFrame = (Texture2D)renderTarget; GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0); spriteBatch.Begin(SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, null, null); spriteBatch.Draw(imageFrame, new Vector2(0, 0), null, Color.White, 0, new Vector2(0, 0), IM_SCALE, SpriteEffects.None, 0); spriteBatch.End(); } This is the draw routine for the Sprite class: public virtual void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Texture, new Vector2(PositionX, PositionY), null, Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0.3f); }

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  • Example of DOD design (on a generic Zombie game)

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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  • Make Your Menu Item Highlighted

    - by Shaun
    When I was working on the TalentOn project (Promotion in MSDN Chinese) I was asked to implement a functionality that makes the top menu items highlighted when the currently viewing page was in that section. This might be a common scenario in the web application development I think.   Simple Example When thinking about the solution of the highlighted menu items the biggest problem would be how to define the sections (menu item) and the pages it belongs to rather than making the menu highlighted. With the ASP.NET MVC framework we can use the controller – action infrastructure for us to achieve it. Each controllers would have a related menu item on the master page normally. The menu item would be highlighted if any of the views under this controller are being shown. Some specific menu items would be highlighted of that action was invoked, for example the home page, the about page, etc. The check rule can be specified on-demand. For example I can define the action LogOn and Register of Account controller should make the Account menu item highlighted while the ChangePassword should make the Profile menu item highlighted. I’m going to use the HtmlHelper to render the highlight-able menu item. The key point is that I need to pass the predication to check whether the current view belongs to this menu item which means this menu item should be highlighted or not. Hence I need a delegate as its parameter. The simplest code would be like this. 1: using System; 2: using System.Collections.Generic; 3: using System.Linq; 4: using System.Web; 5: using System.Web.Mvc; 6: using System.Web.Mvc.Html; 7:  8: namespace ShaunXu.Blogs.HighlighMenuItem 9: { 10: public static class HighlightMenuItemHelper 11: { 12: public static MvcHtmlString HighlightMenuItem(this HtmlHelper helper, 13: string text, string controllerName, string actionName, object routeData, object htmlAttributes, 14: string highlightText, object highlightHtmlAttributes, 15: Func<HtmlHelper, bool> highlightPredicate) 16: { 17: var shouldHighlight = highlightPredicate.Invoke(helper); 18: if (shouldHighlight) 19: { 20: return helper.ActionLink(string.IsNullOrWhiteSpace(highlightText) ? text : highlightText, 21: actionName, controllerName, routeData, highlightHtmlAttributes == null ? htmlAttributes : highlightHtmlAttributes); 22: } 23: else 24: { 25: return helper.ActionLink(text, actionName, controllerName, routeData, htmlAttributes); 26: } 27: } 28: } 29: } There are 3 groups of the parameters: the first group would be the same as the in-build ActionLink method parameters. It has the link text, controller name and action name, etc passed in so that I can render a valid linkage for the menu item. The second group would be more focus on the highlight link text and Html attributes. I will use them to render the highlight menu item. The third group, which contains one parameter, would be a predicate that tells me whether this menu item should be highlighted or not based on the user’s definition. And then I changed my master page of the sample MVC application. I let the Home and About menu highlighted only when the Index and About action are invoked. And I added a new menu named Account which should be highlighted for all actions/views under its Account controller. So my master would be like this. 1: <div id="menucontainer"> 2:  3: <ul id="menu"> 4: <li><% 1: : Html.HighlightMenuItem( 2: "Home", "Home", "Index", null, null, 3: "[Home]", null, 4: helper => helper.ViewContext.RouteData.Values["controller"].ToString() == "Home" 5: && helper.ViewContext.RouteData.Values["action"].ToString() == "Index")%></li> 5:  6: <li><% 1: : Html.HighlightMenuItem( 2: "About", "Home", "About", null, null, 3: "[About]", null, 4: helper => helper.ViewContext.RouteData.Values["controller"].ToString() == "Home" 5: && helper.ViewContext.RouteData.Values["action"].ToString() == "About")%></li> 7:  8: <li><% 1: : Html.HighlightMenuItem( 2: "Account", "Account", "LogOn", null, null, 3: "[Account]", null, 4: helper => helper.ViewContext.RouteData.Values["controller"].ToString() == "Account")%></li> 9: 10: </ul> 11:  12: </div> Note: You need to add the import section for the namespace “ShaunXu.Blogs.HighlighMenuItem” to make the extension method I created below available. So let’s see the result. When the home page was shown the Home menu was highlighted since at this moment it was controller = Home and action = Index. And if I clicked the About menu you can see it turned highlighted as now the action was About. And if I navigated to the register page the Account menu was highlighted since it should be like that when any actions under the Account controller was invoked.   Fluently Language Till now it’s a fully example for the highlight menu item but not perfect yet. Since the most common scenario would be: highlighted when the action invoked, or highlighted when any action was invoked under this controller, we can created 2 shortcut method so for them so that normally the developer will be no need to specify the delegation. Another place we can improve would be, to make the method more user-friendly, or I should say developer-friendly. As you can see when we want to add a highlight menu item we need to specify 8 parameters and we need to remember what they mean. In fact we can make the method more “fluently” so that the developer can have the hints when using it by the Visual Studio IntelliSense. Below is the full code for it. 1: using System; 2: using System.Collections.Generic; 3: using System.Linq; 4: using System.Web; 5: using System.Web.Mvc; 6: using System.Web.Mvc.Html; 7:  8: namespace Ethos.Xrm.HR 9: { 10: #region Helper 11:  12: public static class HighlightActionMenuHelper 13: { 14: public static IHighlightActionMenuProviderAfterCreated HighlightActionMenu(this HtmlHelper helper) 15: { 16: return new HighlightActionMenuProvider(helper); 17: } 18: } 19:  20: #endregion 21:  22: #region Interfaces 23:  24: public interface IHighlightActionMenuProviderAfterCreated 25: { 26: IHighlightActionMenuProviderAfterOn On(string actionName, string controllerName); 27: } 28:  29: public interface IHighlightActionMenuProviderAfterOn 30: { 31: IHighlightActionMenuProviderAfterWith With(string text, object routeData, object htmlAttributes); 32: } 33:  34: public interface IHighlightActionMenuProviderAfterWith 35: { 36: IHighlightActionMenuProviderAfterHighlightWhen HighlightWhen(Func<HtmlHelper, bool> predicate); 37: IHighlightActionMenuProviderAfterHighlightWhen HighlightWhenControllerMatch(); 38: IHighlightActionMenuProviderAfterHighlightWhen HighlightWhenControllerAndActionMatch(); 39: } 40:  41: public interface IHighlightActionMenuProviderAfterHighlightWhen 42: { 43: IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(object highlightHtmlAttributes, string highlightText); 44: IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(object highlightHtmlAttributes); 45: IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(string cssClass, string highlightText); 46: IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(string cssClass); 47: } 48:  49: public interface IHighlightActionMenuProviderAfterApplyHighlightStyle 50: { 51: MvcHtmlString ToActionLink(); 52: } 53:  54: #endregion 55:  56: public class HighlightActionMenuProvider : 57: IHighlightActionMenuProviderAfterCreated, 58: IHighlightActionMenuProviderAfterOn, IHighlightActionMenuProviderAfterWith, 59: IHighlightActionMenuProviderAfterHighlightWhen, IHighlightActionMenuProviderAfterApplyHighlightStyle 60: { 61: private HtmlHelper _helper; 62:  63: private string _controllerName; 64: private string _actionName; 65: private string _text; 66: private object _routeData; 67: private object _htmlAttributes; 68:  69: private Func<HtmlHelper, bool> _highlightPredicate; 70:  71: private string _highlightText; 72: private object _highlightHtmlAttributes; 73:  74: public HighlightActionMenuProvider(HtmlHelper helper) 75: { 76: _helper = helper; 77: } 78:  79: public IHighlightActionMenuProviderAfterOn On(string actionName, string controllerName) 80: { 81: _actionName = actionName; 82: _controllerName = controllerName; 83: return this; 84: } 85:  86: public IHighlightActionMenuProviderAfterWith With(string text, object routeData, object htmlAttributes) 87: { 88: _text = text; 89: _routeData = routeData; 90: _htmlAttributes = htmlAttributes; 91: return this; 92: } 93:  94: public IHighlightActionMenuProviderAfterHighlightWhen HighlightWhen(Func<HtmlHelper, bool> predicate) 95: { 96: _highlightPredicate = predicate; 97: return this; 98: } 99:  100: public IHighlightActionMenuProviderAfterHighlightWhen HighlightWhenControllerMatch() 101: { 102: return HighlightWhen((helper) => 103: { 104: return helper.ViewContext.RouteData.Values["controller"].ToString().ToLower() == _controllerName.ToLower(); 105: }); 106: } 107:  108: public IHighlightActionMenuProviderAfterHighlightWhen HighlightWhenControllerAndActionMatch() 109: { 110: return HighlightWhen((helper) => 111: { 112: return helper.ViewContext.RouteData.Values["controller"].ToString().ToLower() == _controllerName.ToLower() && 113: helper.ViewContext.RouteData.Values["action"].ToString().ToLower() == _actionName.ToLower(); 114: }); 115: } 116:  117: public IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(object highlightHtmlAttributes, string highlightText) 118: { 119: _highlightText = highlightText; 120: _highlightHtmlAttributes = highlightHtmlAttributes; 121: return this; 122: } 123:  124: public IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(object highlightHtmlAttributes) 125: { 126: return ApplyHighlighStyle(highlightHtmlAttributes, _text); 127: } 128:  129: public IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(string cssClass, string highlightText) 130: { 131: return ApplyHighlighStyle(new { @class = cssClass }, highlightText); 132: } 133:  134: public IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(string cssClass) 135: { 136: return ApplyHighlighStyle(new { @class = cssClass }, _text); 137: } 138:  139: public MvcHtmlString ToActionLink() 140: { 141: if (_highlightPredicate.Invoke(_helper)) 142: { 143: // should be highlight 144: return _helper.ActionLink(_highlightText, _actionName, _controllerName, _routeData, _highlightHtmlAttributes); 145: } 146: else 147: { 148: // should not be highlight 149: return _helper.ActionLink(_text, _actionName, _controllerName, _routeData, _htmlAttributes); 150: } 151: } 152: } 153: } So in the master page when I need the highlight menu item I can “tell” the helper how it should be, just like this. 1: <li> 2: <% 1: : Html.HighlightActionMenu() 2: .On("Index", "Home") 3: .With(SiteMasterStrings.Home, null, null) 4: .HighlightWhenControllerMatch() 5: .ApplyHighlighStyle(new { style = "background:url(../../Content/Images/topmenu_bg.gif) repeat-x;text-decoration:none;color:#feffff;" }) 6: .ToActionLink() %> 3: </li> While I’m typing the code the IntelliSense will advise me that I need a highlight action menu, on the Index action of the Home controller, with the “Home” as its link text and no need the additional route data and Html attributes, and it should be highlighted when the controller was “Home”, and if it’s highlighted the style should be like this and finally render it to me. This is something we call “Fluently Language”. If you had been using Moq you will see that’s very development-friendly, document-ly and easy to read.   Summary In this post I demonstrated how to implement a highlight menu item in ASP.NET MVC by using its controller – action infrastructure. We can see the ASP.NET MVC helps us to organize our web application better. And then I also told a little bit more on the “Fluently Language” and showed how it will make our code better and easy to be used.   Hope this helps, Shaun   All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • Magento 1.6.2 Catalog Price Rule Problem

    - by robgt
    My Magento system seems to have a slight issue with Catalog Price Rule application. As far as the customer is concerned, all is working perfectly. The problem is that some orders are not being displayed properly in the admin system when I look at the details. The Catalog Price rule appears to not be applied - so when we reconcile our card processor details with those in our backend Sage system, numbers are not tallying up. Magento and out Sage system say the customer paid X, but the card issuer has taken payment of Y. The payment amount is correct due to the Catalog Price Rule. The customer is always paying the correct amount, but because of some issue with Magento, I think the data is possibly not being stored correctly (stored without the catalog price rule discount amount applied). This means that when I look at an order in the admin system, the line item prices that should be affected by the catalog price rule are not - but also the prices in our backend Sage system are incorrect too. We use another piece of software to bring the data into Sage from Magento, so the data must be stored in Magento's database incorrectly somewhere as this software reads out the order information from Magento. Does anyone have any idea what is wrong here, and how it might be fixed? Cheers!

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  • How AlphaBlend Blendstate works in XNA when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

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  • New Oracle Solaris 11 Administration book

    - by glynn
    During the development of Oracle Solaris 11, one of the main goals was to modernize the operating system and remove some of the existing frustrations that our administrative audience had in deploying and using the platform within data centers around the world. That meant a comprehensive clean out of some existing technologies to provision the operating system (replacing Jumpstart with Automated Installer) and manage system software (replacing SVR4 with IPS packaging), consolidate the vast spectrum of networking configuration, and enhance the user environment to provide familiarity for those who were used to administering Linux environments among many other things. While some considered the changes to Oracle Solaris 11 as a negative change, most will be impressed at how far we've come - the deeper integration of key technologies, presented in a consolidated and consistent form. It is easier to administer the Oracle Solaris platform that ever before, and I have no doubt that administrators coming from other platforms will be hugely impressed with what they see, especially if they're judging based on past experiences of Solaris 8 and Solaris 9. In fact I'd go further to say that Oracle Solaris 11 is a more powerful, integrated and usable platform that most Linux platforms I've seen. But as with anything, there's always an initial learning curve to get through. We've provided a significant selection of learning materials out on the Oracle Solaris 11 pages on Oracle Technology Network and some great training and certification options. One more option is now available in the form of a book, the Oracle Solaris 11 System Administration The Complete Reference. This provides an exceptional reference to help administrators learn about Oracle Solaris 11, especially those who have come from the Linux platform. As is quoted in the first chapter of the guide: Linux users and developers will find in Oracle Solaris 11 a familiar and quickly productive working environment; we point out similarities and differences between the Linux and Solaris kernels and system administration tools, and describe how typical open source Web development tasks are accomplished in this OS. So I would encourage you to take a read of it and start seriously considering Oracle Solaris 11 to be a platform choice for your data center. Oracle Solaris 11 System Administration The Complete Reference - yours for only $32.50 (if you successfully use the promotion code - otherwise worth shopping around to pick up a good deal).

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