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  • NorCal Weekly .Net is Up Now! Catch All for the .Net Events in Northern California!

      Ive always wanted a place that I could look through to find what .net events are going on in Northern California.  Ive found that there is a core group of people with common interested... This site is a resource for asp.net web programming. It has examples by Peter Kellner of techniques for high performance programming...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Comment procédez vous pour maintenir votre mapping Objet / Relationnel pendant la vie de vos applica

    Bonjour, Il existe 2 approches majeures dans le mapping Objet Relationnel :partir de la base de données et générer ses objets mappés avec les outils complémentaires au framework utilisé mettre en place son modèle objet et s'appuyer sur configuration (annotations / xml) du mapping pour créer / mettre à jour sa base de données Et il y a bien entendu un monde entre les deux, comprenant une approche moins outillée, et également une approche moins méthodique (combinaison des 2 approches par mises à jour dans un sens ou dans l'autre selon la nature de la mise à jour). L'objet de ce sondage est de voir quelle est la pratique la plus répandue hors initialisation (pour ceux qui démarrent avec un modèle objet / relationnel concu en amo...

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  • How is this number calculated?

    - by Hamid
    I have numbers; A == 0x20000000 B == 18 C == (B/10) D == 0x20000004 == (A + C) A and D are in hex, but I'm not sure what the assumed numeric bases of the others are (although I'd assume base 10 since they don't explicitly state a base. It may or may not be relevant but I'm dealing with memory addresses, A and D are pointers. The part I'm failing to understand is how 18/10 gives me 0x4. Edit: Code for clarity: *address1 (pointer is to address: 0x20000000) printf("Test1: %p\n", address1); printf("Test2: %p\n", address1+(18/10)); printf("Test3: %p\n", address1+(21/10)); Output: Test1: 0x20000000 Test2: 0x20000004 Test3: 0x20000008

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  • WSE ServiceBus

    The article describes a design and implementation of the logical connectivity driven by the config Knowledge Base and the WSE2 Messaging.

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  • Catching Up with Lisp

    Support for multicore and Big Data are among the upcoming features of Franz's Lisp-based tools Lisp - Programming - Languages - FAQs Help and Tutorials - Compilers and Interpreters

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  • Build a LEGO Creation without Leaving Your Cube

    - by Jason Fitzpatrick
    Just because you’re stuck at your desk doesn’t mean you can’t sneak in a little fun. At BuildWithChrome you can slap together virtual LEGO bricks with ease. The site, a collaboration between Google and LEGO, shows you a massive map of Australia and New Zealand covered in thousands of LEGO base plates. Zoom in, select a base plate, and get building. The block selection is fairly limited (you can work with the kind of blocks you’d find in a generic LEGO brick pack) but it’s still quite a bit of fun. When I took it for a test drive, I started simple by building a house-like structure: With the addition of a few more pieces it would be possible to pull off the wizard shop my wife and daughter just built: How to Banish Duplicate Photos with VisiPic How to Make Your Laptop Choose a Wired Connection Instead of Wireless HTG Explains: What Is Two-Factor Authentication and Should I Be Using It?

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  • Career Development: What should I learn next after Python? and Why? [closed]

    - by Josh
    Hi all I'm currently learning Python. I want to know what should I learn next out of these programming langauages: PHP Actionscript 3 Objective-C (iPhone applications) I work in the Multimedia industry and have decided to learn Python as a first programming language seriously because I would like to learn the basics of programming, to mainly write scripts at work that Automate task (eg. Edit multiple XML files quickly) At work we have a senior developer who knows Actionscript and PHP very well (although knows PHP better). We also have been developing iPhone applications for 2 weeks, Our senior developer could learn it although we have lots of work currently with PHP and Actionscript 3 type work and haven't had time or reason to pick up iOS development. Here are the reasons I want to learn each language, But I cannot decide what I'll learn next: PHP: I want to learn PHP because it will help with Web Development. PHP is very wanted by employers. Senior developer at work writes everything in it web sites, CMS etc. (including XML checks and scripts), I will learn a lot from him (once I learn the basics). However, I don't want to learn Web because you have to deal with lots of cross-browser problems. Actionscript 3: At work we are looking to put on another developer to help with online activities and very small games (using Actionscript 3.0 and Flash CS5) for (eg. First Aid Activities etc) I would like to do things that have a element of design as I'm better at Photoshop then developing. I want to be creative, I like to interact with users in a fun way. Objective-C (iPhone applications): We are a all mac office, we may get more iPhone, iPad application work(jobs) that need to be created. Work has found it nearly impossible to find good iPhone developers. I like apple products (Macs and iPhones), I would like to make my own games, applications in my spare time(if I knew how). Should I learn Actionscript first because it would be easier to learn then Objective-C? Should I learn PHP because it is very widely used? Should I learn Objective-C because it is really wanted by employers now?

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  • Black Hat Hackers vs Programmers?

    - by Matt Ridge
    This came up with another question I had here, I have decided on a programming verification system that requires a hardware verification system, a software key, and a name/password system. Now people are saying that hackers will bypass any new security, which may be true, but I have a few questions. There has to be a balance between programmers programming and hackers stealing software, otherwise programs wouldn’t be made, and we wouldn’t be where we are today. What is that balance? 5%, 10%, 20%, 50%? What is too much security for the end user? What is too little security so the hacker can just push through without issue? If your software becomes popular, what should you expect or accept as acceptable loss? Why should we accept black hat hackers as a way of life?

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  • OData Query Option top Forces Data To Be Sorted By Primary Key

    This post show a simple WCF Data Service (Formerly known as ADO.NET Data Services) project that retrieves data using the Reflection Provider for accessing data. It goes on to show that using $top... This site is a resource for asp.net web programming. It has examples by Peter Kellner of techniques for high performance programming...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

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  • How To Create a Shortcut That Lets a Standard User Run An Application as Administrator

    - by Chris Hoffman
    Want to allow a standard user account to run an application as administrator without a UAC or password prompt? You can easily create a shortcut that uses the runas command with the /savecred switch, which saves the password. Note that using /savecred could be considered a security hole – a standard user will be able to use the runas /savecred command to run any command as administrator without entering a password. However, it’s still useful for situations where this doesn’t matter much – perhaps you want to allow a child’s standard user account to run a game as Administrator without asking you. We’ve also covered allowing a user to run an application as Administrator with no UAC prompts by creating a scheduled task. HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It HTG Explains: How Windows Uses The Task Scheduler for System Tasks

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  • how to make audio and video streaming servers work?

    - by explorex
    I am a php mysql developer ... just an (below) average. and i am interested in the way television and radio are broadcasted over internet live. i want to know how it works and and what are its requirements (which package of which programming language offers the best). i must admit that i am a complete layman but i expect it do by next half month or year or so. And please clarify me Websites are stored in servers. From my desktop, i want to broadcast some video, then i need to connect to webserver(to upstream the video). Is there an application to do that (or do i have to code that or embed in my web application and which programming language would be suitable(does python support that))? and i also need a script to handle the upstreamed video or audio(can i do that with php)?

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  • How to handle estimates for programmers joining the team?

    - by Jordan
    Iteration has already started, new programmer joins the team, task X has already been estimated to be 30 hours by a different developer. What is the best practice in this situation? new developer runs with the given estimate (the idea being that any discrepancy will be corrected for when velocity is calculated?) new developer re-estimates task? (if so, what if it's significantly higher and no longer fits in the iteration?) throw our hands up and go back to waterfall? something else entirely?

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  • How can I quantify the amount of technical debt that exists in a project?

    - by Erik Dietrich
    Does anyone know if there is some kind of tool to put a number on technical debt of a code base, as a kind of code metric? If not, is anyone aware of an algorithm or set of heuristics for it? If neither of those things exists so far, I'd be interested in ideas for how to get started with such a thing. That is, how can I quantify the technical debt incurred by a method, a class, a namespace, an assembly, etc. I'm most interested in analyzing and assessing a C# code base, but please feel free to chime in for other languages as well, particularly if the concepts are language transcendent.

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  • Reasons for either 32-bit or 64-bit as development machine

    - by vartec
    I'm about to make a new Linux install, which will be primarily used for programming. I've seen benchmarks showing speed improvement of 64-bit version, however, I have hard time of telling how much these benchmarks translate to improvement in every day usage. And of course there are other aspects to consider. Usage I have in mind: mainly programming Python, with occasional C, C++ and Java; IDEs, which are using Java platforms (Eclipse and IntelliJ); on very rare occasions having to compile for 32-bit platform; not planning to have more than 64GB of RAM anytime soon (and I don't mind using PAE kernels); machine in question has 4GB RAM and Athlon II X2; What are pros and cons of choosing either i386 or x86_64 distro?

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  • What is the state of the art in OOP?

    - by Ollie Saunders
    I used to do a lot of object-oriented programming and found myself reading up a lot on how to do it well. When C++ was the dominant OOP language there was a very different set of best practices than have emerged since. Some of the newer ideas I know of are BDD, internal DSLs, and the importing of ideas from functional programming. My question is: is there any consensus on the best way to develop object-oriented software today in the more modern languages such as C#, Ruby, and Python? And what are those practices? For instance, I rather like the idea of stateless objects but how many are actually using that in practice? Or, is the state of the art to deemphasize the importance of OOP? This might be the case for some Python programmers but would be difficult for Rubyists.

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  • Demantra 7.3.1.3 Controlling MDP_MATRIX Combinations Assigned to Forecasting Tasks Using TargetTaskSize

    - by user702295
    New 7.3.1.3 parameter: TargetTaskSize Old parameter: BranchID  Multiple, deprecated  7.3.1.3 onwards Parameter Location: Parameters > System Parameters > Engine > Proport   Default: 0   Engine Mode: Both   Details: Specifies how many MDP_MATRIX combinations the analytical engine attempts to assign to each forecasting task.  Allocation will be affected by forecsat tree branch size.  TaskTargetSize is automcatically calculated.  It holds the perferred branch size, in number of combinations in the lowest level. This parameter is adjusted to a lower value for smaller schemas, depending on the number of available engines.   - As the forecast is generated the engine goes up the tree using max_fore_level and not top_level -1.  Max_fore_level has     to be less than or equal to top_level -1.  Due to this requirement, combinations falling under the same top level -1     member must be in the same task.  A member of the top level -1 of the forecast tree is known as a branch.  An engine     task is therefore comprised of one or more branches.     - Reveal current task size       go to Engine Administrator --> View --> Branch Information and run the application on your Demantra schema.  This will be deprecated in 7.3.1.3 since there is no longer a means of adjusting the brach size directly.  The focus is now on proper hierarchy / forecast design.     - Control of tasks       The number of tasks created is the lowest of number of branches, as defined by top level -1 members in forecast       tree, and engine sessions and the value of TargetTaskSize.  You are used to using the branch multiplier in this       calculation.  As of 7.3.1.3, the branch ID multiple is deprecated.     - Discovery of current branch size       To resolve this you must review the 2nd highest level in the forecast tree (below highest/highest) as this is the       level which determines the size of the branches.  If a few resulting tasks are too large it is recommended that       the forecast tree level driving branches be revised or at times completely removed from the forecast tree.     - Control of foreacast tree branch size         - Run the following sql to determine how even the branches are being split by the engine:             select count(*),branch_id from mdp_matrix where prediction_status = 1 and do_fore = 1 group by branch_id;             This will give you an understanding if some of the individual branches have an unusually large number of           rows and thus might indicate that the engine is not efficiently dividing up the parallel tasks.         - Based on the results of this sql, we may want to adjust the branch id multiplier and/or the number of engines           (both of these settings are found in the Engine Administrator)           select count(*), level_id from mdp_matrix where prediction_status = 1 and do_fore = 1 group by level_id;           This will give us an understanding at which level of the Forecast tree where the forecast is being generated.            Having a majority of combinations higher on the forecast tree might indicate either a poorly designed forecast           tree and/or engine parameters that are too strict           Based on the results of this we would adjust the Forecast Tree to see if choosing a different hierarchy might           produce a forecast, with more combinations, at a lower level.           For example:             - Review the 2nd highest level in the forecast tree, below highest/highest, as this is the level which               determines the size of the branches.             - If a few resulting tasks are too large it is recommended that the forecast tree level driving branches               be revised or at times completely removed from the forecast tree.               - For example, if the highest level of the forecast tree is set to Brand/All Locations.             - You have 10 brands but 2 of the brands account for 67% and 29% of all combinations.             - There is a distinct possibility that the tasks resulting from these 2 branches will be too large for               a single engine to process.  Some possible solutions could be to remove the Brand level and instead               use a different product grouping which has a more even distribution, possibly Product Group.               - It is also possible to add a location dimension to this forecast tree level, for example Customer.                This will also reduce forecast tree branch size and will deliver a balanced task allocation.             - A correctly configured Forecast Tree is something that is done by the Implementation team and is               not the responsibility of Oracle Support.  Allocation will be affected by forecast tree branch size.  When TargetTaskSize is set to 0, the default value, the system automatically calculates a value for 'TargetTaskSize' depending on the number of engines.   - QUESTION:  Does this mean that if TargetTaskSize is 1, we use tree branch size to allocate branches to tasks instead                of automatically calculating the size?     ANSWER: DEV Strongly recommends that the setting of TargetTaskSize remain at the DEFAULT of ZERO (0).   - How to control the number of engines?     Determine how many CPUs are on the machine(s) that is (are) running the engine.  As mentioned earlier, the general     rule is that you should designate 2 engines per each CPU that is available.  So for example, if you are running the     engine on a machine that has 4 CPU then you can have up to 8 engines designated in the Engine Administrator.  In this     type of architecture then instead of having one 'localhost' in your Engine Settings Screen, you would have 'localhost'     repeated eight times in this field.     Where do I set the number of engines?                 To add multiples computers where engine will run, please do a back-up of Settings.xml file under         Analytical Engines\bin\ folder, then edit it and add there the selected machines.                 Example, this will allow 3 engines to start:         - <Entry>           <Key argument="ComputerNames" />           <Value type="string" argument="localhost,localhost,localhost" />           </Entry Otherwise, if there are no additional engines defined, the calculated value of 'TargetTaskSize' is used. (Oracle does not recommend changing the default value.) The TargetTaskSize holds the engines prefered branch size, in number of level 1 combinations.   - Level 1 combinations, known as group size The engine manager will use this parameter to attempt creating branches with similar size.   * The engine manager will not create engines that do not have a branch. The engine divider algorithm uses the value of 'TargetTaskSize' as a system-preferred branch size to create branches that are more equal in size which improves engine performance.  The engine divider will try to add as many tasks as possible to an existing branch, up to the limit of 'TargetTaskSize' level 1 combinations, before adding new branches. Coming up next: - The engine divider - Group size - Level 1 combinations - MAX_FORE_LEVEL - Engine Parameters  

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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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  • IBM simule le cerveau d'un singe avec son supercalculateur Blue Gene/Q qui a émulé 530 milliards de neurones

    IBM simule le cerveau d'un singe avec son supercalculateur Blue Gene/Q qui a émulé 530 milliards de neurones IBM vient de réaliser de nouvelles prouesses dans le domaine de l'intelligence artificielle. La division de recherche de la société a simulé avec succès 530 milliards de neurones dans un réseau basé sur le modèle CoCoMac (connectivité structurelle dans le cerveau d'un singe). Le système est basé sur le supercalculateur IBM Blue Gene/Q du laboratoire de recherche Livermore Lawrence. Ce système comprend 1 024 « compute nodes » par armoire et 17 noyaux de processus par « compute nodes », reposant sur l'architecture IBM TrueNorth Cognitive Computing. Le...

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  • Solo .NET Programmer moving to a team

    - by 219558af-62fa-411d-b24c-d08dab
    I've been a solo .NET programmer for a small startup for the last 8 years. I've put together some pretty decent software, and I always strived to better myself and conform to best practices, including source control (SVN/TFS). I worked very closely with a team of engineers of other disciplines, but when it came down to the software I was the only one programming. I love the craft of programming and love learning new things to sharpen my tools. In 2 weeks I will be starting a new job in a team of 20 .NET developers. My position will be mid-level, and I will be working under some programmers with incredibly impressive backgrounds. Again, the team aspect of development will be new to me, so I'm looking for some general "new guy" tips that will help me be as effective and easy to get along with as possible from the get-go. Anything goes, including high level tips, and small day-to-day things about communication. Thanks for any and all input!

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  • Confused about career options in Web Developement.

    - by Radheshyam Nayak
    I am currently in the final year of my graduation in computer science course. I love programming in PHP but not under pressure. As my graduation life is going to be over I have to shape up my career. My personal desire is to become a web developer and start my own web-based company after completion of courses. I do not have any desire to work for a company as a developer. Currently I have programming knowledge of PHP, Mysql and Javascript. Though I have not completed any type of project in PHP. So to become a complete web developer what else do I need to know to be able to get developement project? Any project I apply for are simply declined due to lack of portfolio. So how should I proceed?

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  • What Is StreamInsight? A Primer for Non-Programmers

    - by Roman Schindlauer
    Are you trying to figure out whether StreamInsight might be something you could use, but you’re having trouble sifting through all the programming jargon that’s used to describe it? StreamInsight is, ultimately, a set of programming tools, and at some point it takes a programmer to implement a StreamInsight solution. But it really should be possible to get a handle on what StreamInsight is all about even if you’re not a programmer yourself. A new article published in the TechNet Wiki may be able to help: StreamInsight for Non-Programmers. It gives an overview of the technology, but it leaves out the C# references and relates StreamInsight to more familiar SQL databases and queries. Check it out. When you’re done there and are ready to dig a little deeper, take a look at Get Started with StreamInsight 2.1. That article should help you navigate through the StreamInsight official documentation and other resources. And, as always, you can post questions or comments here or on the TechNet Wiki. Regards, The StreamInsight Team

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  • Using Stored Procedures in SSIS

    - by dataintegration
    The SSIS Data Flow components: the source task and the destination task are the easiest way to transfer data in SSIS. Some data transactions do not fit this model, they are procedural tasks modeled as stored procedures. In this article we show how you can call stored procedures available in RSSBus ADO.NET Providers from SSIS. In this article we will use the CreateJob and the CreateBatch stored procedures available in RSSBus ADO.NET Provider for Salesforce, but the same steps can be used to call a stored procedure in any of our data providers. Step 1: Open Visual Studio and create a new Integration Services Project. Step 2: Add a new Data Flow Task to the Control Flow window. Step 3: Open the Data Flow Task and add a Script Component to the data flow pane. A dialog box will pop-up allowing you to select the Script Component Type: pick the source type as we will be outputting columns from our stored procedure. Step 4: Double click the Script Component to open the editor. Step 5: In the "Inputs and Outputs" settings, enter all the columns you want to output to the data flow. Ensure the correct data type has been set for each output. You can check the data type by selecting the output and then changing the "DataType" property from the property editor. In our example, we'll add the column JobID of type String. Step 6: Select the "Script" option in the left-hand pane and click the "Edit Script" button. This will open a new Visual Studio window with some boiler plate code in it. Step 7: In the CreateOutputRows() function you can add code that executes the stored procedures included with the Salesforce Component. In this example we will be using the CreateJob and CreateBatch stored procedures. You can find a list of the available stored procedures along with their inputs and outputs in the product help. //Configure the connection string to your credentials String connectionString = "Offline=False;user=myusername;password=mypassword;access token=mytoken;"; using (SalesforceConnection conn = new SalesforceConnection(connectionString)) { //Create the command to call the stored procedure CreateJob SalesforceCommand cmd = new SalesforceCommand("CreateJob", conn); cmd.CommandType = CommandType.StoredProcedure; cmd.Parameters.Add(new SalesforceParameter("ObjectName", "Contact")); cmd.Parameters.Add(new SalesforceParameter("Action", "insert")); //Execute CreateJob //CreateBatch requires JobID as input so we store this value for later SalesforceDataReader rdr = cmd.ExecuteReader(); String JobID = ""; while (rdr.Read()) { JobID = (String)rdr["JobID"]; } //Create the command for CreateBatch, for this example we are adding two new rows SalesforceCommand batCmd = new SalesforceCommand("CreateBatch", conn); batCmd.CommandType = CommandType.StoredProcedure; batCmd.Parameters.Add(new SalesforceParameter("JobID", JobID)); batCmd.Parameters.Add(new SalesforceParameter("Aggregate", "<Contact><Row><FirstName>Bill</FirstName>" + "<LastName>White</LastName></Row><Row><FirstName>Bob</FirstName><LastName>Black</LastName></Row></Contact>")); //Execute CreateBatch SalesforceDataReader batRdr = batCmd.ExecuteReader(); } Step 7b: If you had specified output columns earlier, you can now add data into them using the UserComponent Output0Buffer. For example, we had set an output column called JobID of type String so now we can set a value for it. We will modify the DataReader that contains the output of CreateJob like so:. while (rdr.Read()) { Output0Buffer.AddRow(); JobID = (String)rdr["JobID"]; Output0Buffer.JobID = JobID; } Step 8: Note: You will need to modify the connection string to include your credentials. Also ensure that the System.Data.RSSBus.Salesforce assembly is referenced and include the following using statements to the top of the class: using System.Data; using System.Data.RSSBus.Salesforce; Step 9: Once you are done editing your script, save it, and close the window. Click OK in the Script Transformation window to go back to the main pane. Step 10: If had any outputs from the Script Component you can use them in your data flow. For example we will use a Flat File Destination. Configure the Flat File Destination to output the results to a file, and you should see the JobId in the file. Step 11: Your project should be ready to run.

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