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  • Blogger Dynamic template sometimes broken

    - by ber4444
    In all browsers (IE, Chrome, etc.) in my office and in all Blogger blogs using the dynamic template, I'm having this strange problem: No menu on the right side (except for the Subscribe button - other buttons are missing) plus no layout selection bar (top row). This problem is occasional, not happening reliably; any ideas? Update: whenever I get the menu problem with dynamic templates, I also seem to get a broken page (in Chrome, IE, etc) with simple templates - see second screenshot. Does anyone having this issue?

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  • Blogger Template: How is inline style tag getting attached to img? [migrated]

    - by john Smith
    Examining a blogger template's img tag (data:post.thumbnailUrl) i've approached a mystery. An inline style tag controlling the width, margin and heigh perimeters are getting added to my img element. They are auto adjusting the images ratio to fit a smaller size. But I can't figure-out where this style tag script lives and how it's happening in my template. My template has no special javascript or jquery scripts. The full size images in the single posts page don't have this style tag. Is this a css or xml feature? element.style { margin-top: 0px; width: 301.0033444816054px; height: 200px; margin-left: -0.5016722408026908px; }

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  • Oversizing images to produce better looking pages?

    - by Joannes Vermorel
    In the past, improper image resizing used to be a big no-no of web design (not mentioning improper compression format). Hence, for years I have been sticking to the policy where images (PNG or JPG) are resized on the server to match the resolution pixel-wise they will have with the rendered page. Now, recently, I hastily designed a HTML draft with oversized images, using inline CSS style such as width:123px and height:123px to resize the images. To my (slight) surprise, the page turned out to look much better that way. Indeed, with better screen resolution, some people (like me), tend to browse with some level of zoom (aka 125% or even 150% zoom), otherwise fonts are just too small on-screen. Then, if the image is strictly sized, the enlarged image appears blurry (pixel interpolation effect), but if the image is oversized the results is much better. Obviously, oversizing images is not an acceptable pattern if your website is intended for mobile browsing, but is there case where it would be considered as acceptable? Especially if the extra page weight is small anyway.

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  • SFML: Monster following player on a straight line

    - by user3504658
    I've searched for this and found a few topics , usually they used a function normalize and using simple vector subtracting which is ok , but how should I do it in sfml ? Instead of using: Movement = p.position() - m.position(); p is the player and m is the monster I used something like this to move on a straight line: sf::Vector2f Tail(0,0); if((mPlayer.getPosition().y - mMonster.GetInstance().getPosition().y) >= (mPlayer.getPosition().x - mMonster.GetInstance().getPosition().x)){ //sf::Vector2f Tail(0,0); Tail.x = mPlayer.getPosition().x - mMonster.GetInstance().getPosition().x; } else if((mPlayer.getPosition().y - mMonster.GetInstance().getPosition().y) <= (mPlayer.getPosition().x - mMonster.GetInstance().getPosition().x)){ //sf::Vector2f Tail(0,0); Tail.y = mPlayer.getPosition().y - mMonster.GetInstance().getPosition().y; } if(!MonsterCollosion()) mMonster.Move(Tail * (TimePerFrame.asSeconds() * 1/2 ) ); It works ok if the the height = the width for the game window, although I think it's not the best looking game when it comes to a moving monster, since it starts fast and then it gets slower so what do you guys advise me to do ?

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  • Basics of drawing in 2d with OpenGL 3 shaders

    - by davidism
    I am new to OpenGL 3 and graphics programming, and want to create some basic 2d graphics. I have the following scenario of how I might go about drawing a basic (but general) 2d rectangle. I'm not sure if this is the correct way to think about it, or, if it is, how to implement it. In my head, here's how I imagine doing it: t = make_rectangle(width, height) build general VBO, centered at 0, 0 optionally: t.set_scale(2) optionally: t.set_angle(30) t.draw_at(x, y) calculates some sort of scale/rotate/translate matrix (or matrices), passes the VBO and the matrix to a shader program Something happens to clip the world to the view visible on screen. I'm really unclear on how 4 and 5 will work. The main problem is that all the tutorials I find either: use fixed function pipeline, are for 3d, or are unclear how to do something this "simple". Can someone provide me with either a better way to think of / do this, or some concrete code detailing performing the transformations in a shader and constructing and passing the data required for this shader transformation?

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  • How to derive euler angles from matrix or quaternion?

    - by KlashnikovKid
    Currently working on steering behavior for my AI and just hit a little mathematical bump. I'm in the process of writing an align function, which basically tries to match the agent's orientation with a target orientation. I've got a good source material for implementing this behavior but it uses euler angles to calculate the rotational delta, acceleration, and so on. This is nice, however I store orientation as a quaternion and the math library I'm using doesn't provide any functionality for deriving the euler angles. But if it helps I also have rotational matrices at my disposal too. What would be the best way to decompose the quaternion or rotational matrix to get the euler information? I found one source for decomposing the matrix, but I'm not quite getting the correct results. I'm thinking it may be a difference of column/row ordering of my matrices but then again, math isn't my strong point. http://nghiaho.com/?page_id=846

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  • Is the "One Description Table to rule them all" approch good?

    - by DavRob60
    Long ago, I worked (as a client) with a software which use a centralized table for it's codified element. Here, as far as I remember, how the table look like : Table_Name (PK) Field_Name (PK) Code (PK) Sort_Order Description So, instead of creating a table every time they need a codified field, they where just adding row in this table with the new Table_Name and Field_Name. I'm sometime tempted to use this pattern in some database I design, but I have resisted to this as from now, I think there's something wrong with this, but I cannot put the finger on it. It is just because you land with some of the structure logic within the Data or something else?

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  • Bubble shooter search alghoritm

    - by Fofole
    So I have a Matrix of NxM. At a given position (for ex. [2][5]) I have a value which represents a color. If there is nothing at that point the value is -1. What I need to do is after I add a new point, to check all his neighbours with the same color value and if there are more than 2, set them all to -1. If what I said doesn't make sense what I'm trying to do is an alghoritm which I use to destroy all the same color bubbles from my screen, where the bubbles are memorized in a matrix where -1 means no bubble and {0,1,2,...} represent that there is a bubble with a specific color. This is what I tried and failed: public class Testing { static private int[][] gameMatrix= {{3, 3, 4, 1, 1, 2, 2, 2, 0, 0}, {1, 4, 1, 4, 2, 2, 1, 3, 0, 0}, {2, 2, 4, 4, 3, 1, 2, 4, 0, 0}, {0, 1, 2, 3, 4, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, }; static int Rows=6; static int Cols=10; static int count; static boolean[][] visited=new boolean[15][15]; static int NOCOLOR = -1; static int color = 1; public static void dfs(int r, int c, int color, boolean set) { for(int dr = -1; dr <= 1; dr++) for(int dc = -1; dc <= 1; dc++) if(!(dr == 0 && dc == 0) && ok(r+dr, c+dc)) { int nr = r+dr; int nc = c+dc; // if it is the same color and we haven't visited this location before if(gameMatrix[nr][nc] == color && !visited[nr][nc]) { visited[nr][nc] = true; count++; dfs(nr, nc, color, set); if(set) { gameMatrix[nr][nc] = NOCOLOR; } } } } static boolean ok(int r, int c) { return r >= 0 && r < Rows && c >= 0 && c < Cols; } static void showMatrix(){ for(int i = 0; i < gameMatrix.length; i++) { System.out.print("["); for(int j = 0; j < gameMatrix[0].length; j++) { System.out.print(" " + gameMatrix[i][j]); } System.out.println(" ]"); } System.out.println(); } static void putValue(int value,int row,int col){ gameMatrix[row][col]=value; } public static void main(String[] args){ System.out.println("Initial Matrix:"); putValue(1, 4, 1); putValue(1, 5, 1); showMatrix(); for(int n = 0; n < 15; n++) for(int m = 0; m < 15; m++) visited[n][m] = false; //reset count count = 0; //dfs(bubbles.get(i).getRow(), bubbles.get(i).getCol(), color, false); // get the contiguous count dfs(5,1,color,false); //if there are more than 2 set the color to NOCOLOR for(int n = 0; n < 15; n++) for(int m = 0; m < 15; m++) visited[n][m] = false; if(count > 2) { //dfs(bubbles.get(i).getRow(), bubbles.get(i).getCol(), color, true); dfs(5,1,color,true); } System.out.println("Matrix after dfs:"); showMatrix(); } }

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  • Using glReadBuffer returns black image instead of the actual image only on Intel cards

    - by cloudraven
    I have this piece of code glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer ); Which works just perfectly in all the Nvidia and AMD GPUs I have tried, but it fails in almost every single Intel built-in video that I have tried. It actually works in a very old 945GME, but fails in all the others. Instead of getting a screenshot I am actually getting a black screen. If it helps, I am working with the Doom3 Engine, and that code is derived from the built-in screen capture code. By the way, even with the original game I cannot do screen capture on those intel devices anyway. My guess is that they are not implementing the standard correctly or something. Is there a workaround for this?

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  • Custom graph comparison?

    - by user57828
    I'm trying to compare two graphs using hash value ( i.e, at the time of comparison, try to avoid traversing the graph ) Is there a way to make a function such that the hash values compared can also lead to determining at which height the graphs differ? The comparisons between two graphs are to be made by comparing children at a certain level. One way to compare the graphs is have a final hash value for the root node and compare them, but that wouldn't directly reflect at which level the graphs differ, since their immediate children might be the same ( or any other case ).

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  • Developing Schema Compare for Oracle (Part 6): 9i Query Performance

    - by Simon Cooper
    All throughout the EAP and beta versions of Schema Compare for Oracle, our main request was support for Oracle 9i. After releasing version 1.0 with support for 10g and 11g, our next step was then to get version 1.1 of SCfO out with support for 9i. However, there were some significant problems that we had to overcome first. This post will concentrate on query execution time. When we first tested SCfO on a 9i server, after accounting for various changes to the data dictionary, we found that database registration was taking a long time. And I mean a looooooong time. The same database that on 10g or 11g would take a couple of minutes to register would be taking upwards of 30 mins on 9i. Obviously, this is not ideal, so a poke around the query execution plans was required. As an example, let's take the table population query - the one that reads ALL_TABLES and joins it with a few other dictionary views to get us back our list of tables. On 10g, this query takes 5.6 seconds. On 9i, it takes 89.47 seconds. The difference in execution plan is even more dramatic - here's the (edited) execution plan on 10g: -------------------------------------------------------------------------------| Id | Operation | Name | Bytes | Cost |-------------------------------------------------------------------------------| 0 | SELECT STATEMENT | | 108K| 939 || 1 | SORT ORDER BY | | 108K| 939 || 2 | NESTED LOOPS OUTER | | 108K| 938 ||* 3 | HASH JOIN RIGHT OUTER | | 103K| 762 || 4 | VIEW | ALL_EXTERNAL_LOCATIONS | 2058 | 3 ||* 20 | HASH JOIN RIGHT OUTER | | 73472 | 759 || 21 | VIEW | ALL_EXTERNAL_TABLES | 2097 | 3 ||* 34 | HASH JOIN RIGHT OUTER | | 39920 | 755 || 35 | VIEW | ALL_MVIEWS | 51 | 7 || 58 | NESTED LOOPS OUTER | | 39104 | 748 || 59 | VIEW | ALL_TABLES | 6704 | 668 || 89 | VIEW PUSHED PREDICATE | ALL_TAB_COMMENTS | 2025 | 5 || 106 | VIEW | ALL_PART_TABLES | 277 | 11 |------------------------------------------------------------------------------- And the same query on 9i: -------------------------------------------------------------------------------| Id | Operation | Name | Bytes | Cost |-------------------------------------------------------------------------------| 0 | SELECT STATEMENT | | 16P| 55G|| 1 | SORT ORDER BY | | 16P| 55G|| 2 | NESTED LOOPS OUTER | | 16P| 862M|| 3 | NESTED LOOPS OUTER | | 5251G| 992K|| 4 | NESTED LOOPS OUTER | | 4243M| 2578 || 5 | NESTED LOOPS OUTER | | 2669K| 1440 ||* 6 | HASH JOIN OUTER | | 398K| 302 || 7 | VIEW | ALL_TABLES | 342K| 276 || 29 | VIEW | ALL_MVIEWS | 51 | 20 ||* 50 | VIEW PUSHED PREDICATE | ALL_TAB_COMMENTS | 2043 | ||* 66 | VIEW PUSHED PREDICATE | ALL_EXTERNAL_TABLES | 1777K| ||* 80 | VIEW PUSHED PREDICATE | ALL_EXTERNAL_LOCATIONS | 1744K| ||* 96 | VIEW | ALL_PART_TABLES | 852K| |------------------------------------------------------------------------------- Have a look at the cost column. 10g's overall query cost is 939, and 9i is 55,000,000,000 (or more precisely, 55,496,472,769). It's also having to process far more data. What on earth could be causing this huge difference in query cost? After trawling through the '10g New Features' documentation, we found item 1.9.2.21. Before 10g, Oracle advised that you do not collect statistics on data dictionary objects. From 10g, it advised that you do collect statistics on the data dictionary; for our queries, Oracle therefore knows what sort of data is in the dictionary tables, and so can generate an efficient execution plan. On 9i, no statistics are present on the system tables, so Oracle has to use the Rule Based Optimizer, which turns most LEFT JOINs into nested loops. If we force 9i to use hash joins, like 10g, we get a much better plan: -------------------------------------------------------------------------------| Id | Operation | Name | Bytes | Cost |-------------------------------------------------------------------------------| 0 | SELECT STATEMENT | | 7587K| 3704 || 1 | SORT ORDER BY | | 7587K| 3704 ||* 2 | HASH JOIN OUTER | | 7587K| 822 ||* 3 | HASH JOIN OUTER | | 5262K| 616 ||* 4 | HASH JOIN OUTER | | 2980K| 465 ||* 5 | HASH JOIN OUTER | | 710K| 432 ||* 6 | HASH JOIN OUTER | | 398K| 302 || 7 | VIEW | ALL_TABLES | 342K| 276 || 29 | VIEW | ALL_MVIEWS | 51 | 20 || 50 | VIEW | ALL_PART_TABLES | 852K| 104 || 78 | VIEW | ALL_TAB_COMMENTS | 2043 | 14 || 93 | VIEW | ALL_EXTERNAL_LOCATIONS | 1744K| 31 || 106 | VIEW | ALL_EXTERNAL_TABLES | 1777K| 28 |------------------------------------------------------------------------------- That's much more like it. This drops the execution time down to 24 seconds. Not as good as 10g, but still an improvement. There are still several problems with this, however. 10g introduced a new join method - a right outer hash join (used in the first execution plan). The 9i query optimizer doesn't have this option available, so forcing a hash join means it has to hash the ALL_TABLES table, and furthermore re-hash it for every hash join in the execution plan; this could be thousands and thousands of rows. And although forcing hash joins somewhat alleviates this problem on our test systems, there's no guarantee that this will improve the execution time on customers' systems; it may even increase the time it takes (say, if all their tables are partitioned, or they've got a lot of materialized views). Ideally, we would want a solution that provides a speedup whatever the input. To try and get some ideas, we asked some oracle performance specialists to see if they had any ideas or tips. Their recommendation was to add a hidden hook into the product that allowed users to specify their own query hints, or even rewrite the queries entirely. However, we would prefer not to take that approach; as well as a lot of new infrastructure & a rewrite of the population code, it would have meant that any users of 9i would have to spend some time optimizing it to get it working on their system before they could use the product. Another approach was needed. All our population queries have a very specific pattern - a base table provides most of the information we need (ALL_TABLES for tables, or ALL_TAB_COLS for columns) and we do a left join to extra subsidiary tables that fill in gaps (for instance, ALL_PART_TABLES for partition information). All the left joins use the same set of columns to join on (typically the object owner & name), so we could re-use the hash information for each join, rather than re-hashing the same columns for every join. To allow us to do this, along with various other performance improvements that could be done for the specific query pattern we were using, we read all the tables individually and do a hash join on the client. Fortunately, this 'pure' algorithmic problem is the kind that can be very well optimized for expected real-world situations; as well as storing row data we're not using in the hash key on disk, we use very specific memory-efficient data structures to store all the information we need. This allows us to achieve a database population time that is as fast as on 10g, and even (in some situations) slightly faster, and a memory overhead of roughly 150 bytes per row of data in the result set (for schemas with 10,000 tables in that means an extra 1.4MB memory being used during population). Next: fun with the 9i dictionary views.

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  • Trouble with AABB collision response and physics

    - by WCM
    I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and movement is solid. The issue I am running into is that when I land on the test block in my project, I can jump off of it most of the time. If I repeatedly jump in place, I will eventually get stuck one or two pixels below the surface of the test block. If I try to jump, I can become free of the other block, but it will happen again a few jumps later. I feel like I am missing something really obvious with this. I have two functions that support the detection and function to return a vector for the overlap of the two rectangle bounding boxes. I have a single update method that is processing the physics and collision for the entity. I feel like I am missing something very simple, like an ordering of the physics vs. collision response handling. Any thoughts or help can be appreciated. I apologize for the format of the code, tis prototype code mostly. The collision detection function: public static bool Collides(Rectangle source, Rectangle target) { if (source.Right < target.Left || source.Bottom < target.Top || source.Left > target.Right || source.Top > target.Bottom) { return false; } return true; } The overlap function: public static Vector2 GetMinimumTranslation(Rectangle source, Rectangle target) { Vector2 mtd = new Vector2(); Vector2 amin = source.Min(); Vector2 amax = source.Max(); Vector2 bmin = target.Min(); Vector2 bmax = target.Max(); float left = (bmin.X - amax.X); float right = (bmax.X - amin.X); float top = (bmin.Y - amax.Y); float bottom = (bmax.Y - amin.Y); if (left > 0 || right < 0) return Vector2.Zero; if (top > 0 || bottom < 0) return Vector2.Zero; if (Math.Abs(left) < right) mtd.X = left; else mtd.X = right; if (Math.Abs(top) < bottom) mtd.Y = top; else mtd.Y = bottom; // 0 the axis with the largest mtd value. if (Math.Abs(mtd.X) < Math.Abs(mtd.Y)) mtd.Y = 0; else mtd.X = 0; return mtd; } The update routine (gravity = 0.001f, jumpHeight = 0.35f, moveAmount = 0.15f): public void Update(GameTime gameTime) { Acceleration.Y = gravity; Position += new Vector2((float)(movement * moveAmount * gameTime.ElapsedGameTime.TotalMilliseconds), (float)(Velocity.Y * gameTime.ElapsedGameTime.TotalMilliseconds)); Velocity.Y += Acceleration.Y; Vector2 previousPosition = new Vector2((int)Position.X, (int)Position.Y); KeyboardState keyboard = Keyboard.GetState(); movement = 0; if (keyboard.IsKeyDown(Keys.Left)) { movement -= 1; } if (keyboard.IsKeyDown(Keys.Right)) { movement += 1; } if (Position.Y + 16 > GameClass.Instance.GraphicsDevice.Viewport.Height) { Velocity.Y = 0; Position = new Vector2(Position.X, GameClass.Instance.GraphicsDevice.Viewport.Height - 16); IsOnSurface = true; } if (Collision.Collides(BoundingBox, GameClass.Instance.block.BoundingBox)) { Vector2 mtd = Collision.GetMinimumTranslation(BoundingBox, GameClass.Instance.block.BoundingBox); Position += mtd; Velocity.Y = 0; IsOnSurface = true; } if (keyboard.IsKeyDown(Keys.Space) && !previousKeyboard.IsKeyDown(Keys.Space)) { if (IsOnSurface) { Velocity.Y = -jumpHeight; IsOnSurface = false; } } previousKeyboard = keyboard; } This is also a full download to the project. https://www.box.com/s/3rkdtbso3xgfgc2asawy P.S. I know that I could do this with the XNA Platformer Starter Kit algo, but it has some deep flaws that I am going to try to live without. I'd rather go the route of collision response via an overlay function. Thanks for any and all insight!

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  • Make objects slide across the screen in random positions

    - by user3475907
    I want to make an object appear randomly at the right hand side of the screen and then slide across the screen and disapear at the left hand side. I am working with libgdx. I have this bit of code but it makes items fall from the top down. Please help. public EntityManager(int amount, OrthoCamera camera) { player = new Player(new Vector2(15, 230), new Vector2(0, 0), this, camera); for (int i = 0; i < amount; i++) { float x = MathUtils.random(0, MainGame.HEIGHT - TextureManager.ENEMY.getHeight()); float y = MathUtils.random(MainGame.WIDTH, MainGame.WIDTH * 10); float speed = MathUtils.random(2, 10); addEntity(new Enemy(new Vector2(x, y), new Vector2(-0, -speed))); }

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  • ADF Business Components

    - by Arda Eralp
    ADF Business Components and JDeveloper simplify the development, delivery, and customization of business applications for the Java EE platform. With ADF Business Components, developers aren't required to write the application infrastructure code required by the typical Java EE application to: Connect to the database Retrieve data Lock database records Manage transactions   ADF Business Components addresses these tasks through its library of reusable software components and through the supporting design time facilities in JDeveloper. Most importantly, developers save time using ADF Business Components since the JDeveloper design time makes typical development tasks entirely declarative. In particular, JDeveloper supports declarative development with ADF Business Components to: Author and test business logic in components which automatically integrate with databases Reuse business logic through multiple SQL-based views of data, supporting different application tasks Access and update the views from browser, desktop, mobile, and web service clients Customize application functionality in layers without requiring modification of the delivered application The goal of ADF Business Components is to make the business services developer more productive.   ADF Business Components provides a foundation of Java classes that allow your business-tier application components to leverage the functionality provided in the following areas: Simplifying Data Access Design a data model for client displays, including only necessary data Include master-detail hierarchies of any complexity as part of the data model Implement end-user Query-by-Example data filtering without code Automatically coordinate data model changes with business services layer Automatically validate and save any changes to the database   Enforcing Business Domain Validation and Business Logic Declaratively enforce required fields, primary key uniqueness, data precision-scale, and foreign key references Easily capture and enforce both simple and complex business rules, programmatically or declaratively, with multilevel validation support Navigate relationships between business domain objects and enforce constraints related to compound components   Supporting Sophisticated UIs with Multipage Units of Work Automatically reflect changes made by business service application logic in the user interface Retrieve reference information from related tables, and automatically maintain the information when the user changes foreign-key values Simplify multistep web-based business transactions with automatic web-tier state management Handle images, video, sound, and documents without having to use code Synchronize pending data changes across multiple views of data Consistently apply prompts, tooltips, format masks, and error messages in any application Define custom metadata for any business components to support metadata-driven user interface or application functionality Add dynamic attributes at runtime to simplify per-row state management   Implementing High-Performance Service-Oriented Architecture Support highly functional web service interfaces for business integration without writing code Enforce best-practice interface-based programming style Simplify application security with automatic JAAS integration and audit maintenance "Write once, run anywhere": use the same business service as plain Java class, EJB session bean, or web service   Streamlining Application Customization Extend component functionality after delivery without modifying source code Globally substitute delivered components with extended ones without modifying the application   ADF Business Components implements the business service through the following set of cooperating components: Entity object An entity object represents a row in a database table and simplifies modifying its data by handling all data manipulation language (DML) operations for you. These are basically your 1 to 1 representation of a database table. Each table in the database will have 1 and only 1 EO. The EO contains the mapping between columns and attributes. EO's also contain the business logic and validation. These are you core data services. They are responsible for updating, inserting and deleting records. The Attributes tab displays the actual mapping between attributes and columns, the mapping has following fields: Name : contains the name of the attribute we expose in our data model. Type : defines the data type of the attribute in our application. Column : specifies the column to which we want to map the attribute with Column Type : contains the type of the column in the database   View object A view object represents a SQL query. You use the full power of the familiar SQL language to join, filter, sort, and aggregate data into exactly the shape required by the end-user task. The attributes in the View Objects are actually coming from the Entity Object. In the end the VO will generate a query but you basically build a VO by selecting which EO need to participate in the VO and which attributes of those EO you want to use. That's why you have the Entity Usage column so you can see the relation between VO and EO. In the query tab you can clearly see the query that will be generated for the VO. At this stage we don't need it and just use it for information purpose. In later stages we might use it. Application module An application module is the controller of your data layer. It is responsible for keeping hold of the transaction. It exposes the data model to the view layer. You expose the VO's through the Application Module. This is the abstraction of your data layer which you want to show to the outside word.It defines an updatable data model and top-level procedures and functions (called service methods) related to a logical unit of work related to an end-user task. While the base components handle all the common cases through built-in behavior, customization is always possible and the default behavior provided by the base components can be easily overridden or augmented. When you create EO's, a foreign key will be translated into an association in our model. It defines the type of relation and who is the master and child as well as how the visibility of the association looks like. A similar concept exists to identify relations between view objects. These are called view links. These are almost identical as association except that a view link is based upon attributes defined in the view object. It can also be based upon an association. Here's a short summary: Entity Objects: representations of tables Association: Relations between EO's. Representations of foreign keys View Objects: Logical model View Links: Relationships between view objects Application Model: interface to your application  

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  • Using glReadBuffer/glReadPixels returns black image instead of the actual image only on Intel cards

    - by cloudraven
    I have this piece of code glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer ); Which works just perfectly in all the Nvidia and AMD GPUs I have tried, but it fails in almost every single Intel built-in video that I have tried. It actually works in a very old 945GME, but fails in all the others. Instead of getting a screenshot I am actually getting a black screen. If it helps, I am working with the Doom3 Engine, and that code is derived from the built-in screen capture code. By the way, even with the original game I cannot do screen capture on those intel devices anyway. My guess is that they are not implementing the standard correctly or something. Is there a workaround for this?

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  • How to shade a texture two different colors?

    - by Venesectrix
    To give an example of what I'm asking about, I'll use Saints Row 3 since I've been playing that lately. In that game you can customize your looks and your car's appearance a lot. Your coat can have a primary color and a trim color. Your car can have a primary color and a stripe color, etc. Is there just a single coat texture that is being shaded two different colors somehow or are they overlaying a transparent second texture for the trim/stripes that gets shaded differently? If it's just one texture I'd like to know how it's done. If it's two different textures it seems like it's a waste of space. The second texture would be the same size as the first one but mostly transparent if you just wanted to lay it on top of the first one. Or are they just carefully positioning a second, smaller texture so that it aligns properly with the first one?

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  • SQL Server 2008: Table Valued Parameters

    In SQL Server 2005 and earlier, it is not possible to pass a table variable as a parameter to a stored procedure. When multiple rows of data to SQL Server need to send multiple rows of data to SQL Server, developers either had to send one row at a time or come up with other workarounds to meet requirements. While a VB.Net developer recently informed me that there is a SQLBulkCopy object available in .Net to send multiple rows of data to SQL Server at once, the data still can not be passed to a stored proc.Possibly the most anticipated T-SQL feature of SQL Server 2008 is the new Table-Valued Parameters. This is the ability to easily pass a table to a stored procedure from T-SQL code or from an application as a parameter.

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  • Detect if square in grid is within a diamond shape

    - by myrkos
    So I have a game in which basically everything is a square inside a big grid. It's easy to check if a square is inside a box whose center is another square: *** x *o* --> x is not in o's square *** **x *o* --> x IS in o's square *** This can be done by simply subtracting the coordinates of o and x, then taking the largest coordinate of that and comparing it with the half side length. Now I want to do the same thing but check if x is in o's diamond, like so: * **x **o** --> x IS in o's diamond *** * What would be the best way to check if a square is in another square's surrounding diamond-shaped area, given the diamond's half width/height?

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  • Silverlight 4 + RIA Services - Ready for Business: Consuming Data in the Silverlight Client

    To continue our series, lets see where the fun comes in my look at how easy that is to consume from the client.  First just to help you understand what is happening behind the covers, lets look at a code-behind solution.  In View\Home.xaml put a simple DataGrid on the form. <sdk:DataGrid Name="dataGrid1" Height="152" Width="692" /> Then add these lines of code to Home.xaml.cs   1: var context = new DishViewDomainContext(); 2: this.dataGrid1.ItemsSource...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 two database trips reasonable for a login system?

    - by Randolph Potter
    I am designing a login system for a project, and have an issue about it requiring two trips to the database when a user logs in. User types in username and password Database is polled and password hash is retrieved for comparative purposes (first trip) Code tests hash against entered password (and salt), and if verified, resets the session ID New session ID and username are sent back to the database to write a row to the login table, and generate a login ID for that session. EDIT: I am using a random salt. Does this design make sense? Am I missing something? Is my concern about two trips unfounded? Comments and suggestions are welcome.

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  • Kinect joint coordinates and XNA animation

    - by Sweta Dwivedi
    I have written a program to record the x,y,z coordinated of the Hand joint and I want to animate my models 2D or 3D according to these coordinates. . .However the output of the x,y,z coordinates are fluctuating from -0 to 1 but not more than that.. So i assume I will need to multiply them back with the screen width and height, however it still doesnt seem to animate according to the original x,y,z points Any transformations I might be missing out? while ((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int) float.Parse(temp[0]))* maxWidth); int y = (int) float.Parse(temp[1])) * maxHeight); }

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  • Why doesn't light continuous on my model?

    - by nosferat
    I created a basic textured cube model with Blender to practice modeling, and then I imported it into Unity. After I put up some lighting it looks pretty ugly. The light is not continuous on a row of textured cubes: What is more odd, the light on the blocks that makes up the floor is continuous. What am I doing wrong? UPDATE This is how it looks like without textures: https://dl.dropbox.com/u/45620018/without%20textures.PNG If I would not know that these are perfect cubes, I'd say there is a slight curve on surface. I also tried lightening the texture but it also didn't help: https://dl.dropbox.com/u/45620018/lighter%20texture.PNG I just simply exported the model from Blender and did not set up any normals or things like that. However I also did not do any special woth the floor brick model.

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  • Infinite terrain shadows

    - by user35399
    I'm creating an infinite terrain engine, which generates the terrain either with fractals or noise. How can I make dynamic shadows for the sun on this terrain, if I don't know in advance what will be rendered in front of the sun. My terrain: The sun is the only light, it is directional, my terrain is generated on a plane which is positioned before the camera, frustum culled and fits the size of the viewing frustum. It is height mapped with generated noise texture, and using tessellation shaders on it. Video:http://www.youtube.com/watch?v=tk6yFwYusOs Dynamic shadows with the infinite terrain.

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  • Javascript Open a Window Full Size (Mazimized)

    - by SAMIR BHOGAYTA
    function f_open_window_max( aURL, aWinName ) { var wOpen; var sOptions; sOptions = 'status=yes,menubar=yes,scrollbars=yes,resizable=yes,toolbar=yes'; sOptions = sOptions + ',width=' + (screen.availWidth - 10).toString(); sOptions = sOptions + ',height=' + (screen.availHeight - 122).toString(); sOptions = sOptions + ',screenX=0,screenY=0,left=0,top=0'; wOpen = window.open( '', aWinName, sOptions ); wOpen.location = aURL; wOpen.focus(); wOpen.moveTo( 0, 0 ); wOpen.resizeTo( screen.availWidth, screen.availHeight ); return wOpen; }

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  • Microsoft Sql Server 2008 R2 System Databases

    For a majority of software developers little time is spent understanding the inner workings of the database management systems (DBMS) they use to store data for their applications.  I personally place myself in this grouping. In my case, I have used various versions of Microsoft’s SQL Server (2000, 2005, and 2008 R2) and just recently learned how valuable they really are when I was preparing to deliver a lecture on "SQL Server 2008 R2, System Databases". Microsoft Sql Server 2008 R2 System DatabasesSo what are system databases in MS SQL Server, and why should I know them? Microsoft uses system databases to support the SQL Server DBMS, much like a developer uses config files or database tables to support an application. These system databases individually provide specific functionality that allows MS SQL Server to function. Name Database File Log File Master master.mdf mastlog.ldf Resource mssqlsystemresource.mdf mssqlsystemresource.ldf Model model.mdf modellog.ldf MSDB msdbdata.mdf msdblog.ldf Distribution distmdl.mdf distmdl.ldf TempDB tempdb.mdf templog.ldf Master DatabaseIf you have used MS SQL Server then you should recognize the Master database especially if you used the SQL Server Management Studio (SSMS) to connect to a user created database. MS SQL Server requires the Master database in order for DBMS to start due to the information that it stores. Examples of data stored in the Master database User Logins Linked Servers Configuration information Information on User Databases Resource DatabaseHonestly, until recently I never knew this database even existed until I started to research SQL Server system databases. The reason for this is due largely to the fact that the resource database is hidden to users. In fact, the database files are stored within the Binn folder instead of the standard MS SQL Server database folder path. This database contains all system objects that can be accessed by all other databases.  In short, this database contains all system views and store procedures that appear in all other user databases regarding system information. One of the many benefits to storing system views and store procedures in a single hidden database is the fact it improves upgrading a SQL Server database; not to mention that maintenance is decreased since only one code base has to be mainlined for all of the system views and procedures. Model DatabaseThe Model database as the name implies is the model for all new databases created by users. This allows for predefining default database objects for all new databases within a MS SQL Server instance. For example, if every database created by a user needs to have an “Audit” table when it is  created then defining the “Audit” table in the model will guarantees that the table will be located in every new database create after the model is altered. MSDB DatabaseThe MSDBdatabase is used by SQL Server Agent, SQL Server Database Mail, SQL Server Service Broker, along with SQL Server. The SQL Server Agent uses this database to store job configurations and SQL job schedules along with SQL Alerts, and Operators. In addition, this database also stores all SQL job parameters along with each job’s execution history.  Finally, this database is also used to store database backup and maintenance plans as well as details pertaining to SQL Log shipping if it is being used. Distribution DatabaseThe Distribution database is only used during replication and stores meta data and history information pertaining to the act of replication data. Furthermore, when transactional replication is used this database also stores information regarding each transaction. It is important to note that replication is not turned on by default in MS SQL Server and that the distribution database is hidden from SSMS. Tempdb DatabaseThe Tempdb as the name implies is used to store temporary data and data objects. Examples of this include temp tables and temp store procedures. It is important to note that when using this database all data and data objects are cleared from this database when SQL Server restarts. This database is also used by SQL Server when it is performing some internal operations. Typically, SQL Server uses this database for the purpose of large sort and index operations. Finally, this database is used to store row versions if row versioning or snapsot isolation transactions are being used by SQL Server. Additionally, I would love to hear from others about their experiences using system databases, tables, and objects in a real world environments.

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