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  • ASP.NET MVC Framework

    - by Aamir Hasan
     MVC is a design pattern. A reusable "recipe" for constructing your application. Generally, you don't want your user interface code and data access code to be mixed together, it makes changing either one more difficult. By placing data access code into a "Model" object and user interface code into a "View" object, you can use a "Controller" object to act as a go-between, sending messages/calling methods on the view object when the data changes and vice versa. Model-view-controller (MVC) is an architectural pattern used in software engineering. In complex computer applications that present a large amount of data to the user, a developer often wishes to separate data (model) and user interface (view) concerns, so that changes to the user interface will not affect data handling, and that the data can be reorganized without changing the user interface. The model-view-controller solves this problem by decoupling data access and business logic from data presentation and user interaction, by introducing an intermediate component: the controller.Model:    The domain-specific representation of the information that the application operates. Domain logic adds meaning to raw data (e.g., calculating whether today is the user's birthday, or the totals, taxes, and shipping charges for shopping cart items).    Many applications use a persistent storage mechanism (such as a database) to store data. MVC does not specifically mention the data access layer because it is understood to be underneath or encapsulated by the Model.View:    Renders the model into a form suitable for interaction, typically a user interface element. Multiple views can exist for a single model for different purposes.Controller:    Processes and responds to events, typically user actions, and may invoke changes on the model.    

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  • How Do I Implement parameterMaps for ADF Regions and Dynamic Regions?

    - by david.giammona
    parameterMap objects defined by managed beans can help reduce the number of child <parameter> elements listed under an ADF region or dynamic region page definition task flow binding. But more importantly, the parameterMap approach also allows greater flexibility in determining what input parameters are passed to an ADF region or dynamic region. This can be especially helpful when using dynamic regions where each task flow utilized can provide an entirely different set of input parameters. The parameterMap is specified within an ADF region or dynamic region page definition task flow binding as shown below: <taskFlow id="checkoutflow1" taskFlowId="/WEB-INF/checkout-flow.xml#checkout-flow" activation="deferred" xmlns="http://xmlns.oracle.com/adf/controller/binding" parametersMap="#{pageFlowScope.userInfoBean.parameterMap}"/> The parameter map object must implement the java.util.Map interface. The keys it specifies match the names of input parameters defined by the task flows utilized within the task flow binding. An example parameterMap object class is shown below: import java.util.HashMap; import java.util.Map; public class UserInfoBean { private Map<String, Object> parameterMap = new HashMap<String, Object>(); public Map getParameterMap() { parameterMap.put("isLoggedIn", getSecurity().isAuthenticated()); parameterMap.put("principalName", getSecurity().getPrincipalName()); return parameterMap; }

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  • What is the difference between String and string in C#

    - by SAMIR BHOGAYTA
    string : ------ The string type represents a sequence of zero or more Unicode characters. string is an alias for String in the .NET Framework. 'string' is the intrinsic C# datatype, and is an alias for the system provided type "System.String". The C# specification states that as a matter of style the keyword ('string') is preferred over the full system type name (System.String, or String). Although string is a reference type, the equality operators (== and !=) are defined to compare the values of string objects, not references. This makes testing for string equality more intuitive. For example: String : ------ A String object is called immutable (read-only) because its value cannot be modified once it has been created. Methods that appear to modify a String object actually return a new String object that contains the modification. If it is necessary to modify the actual contents of a string-like object Difference between string & String : ---------- ------- ------ - ------ the string is usually used for declaration while String is used for accessing static string methods we can use 'string' do declare fields, properties etc that use the predefined type 'string', since the C# specification tells me this is good style. we can use 'String' to use system-defined methods, such as String.Compare etc. They are originally defined on 'System.String', not 'string'. 'string' is just an alias in this case. we can also use 'String' or 'System.Int32' when communicating with other system, especially if they are CLR-compliant. I.e. - if I get data from elsewhere, I'd deserialize it into a System.Int32 rather than an 'int', if the origin by definition was something else than a C# system.

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  • Observable Collections

    - by SGWellens
    I didn't think it was possible, but .NET surprised me yet again with a cool feature I never knew existed: The ObservableCollection. This became available in .NET 3.0. In essence, an ObservableCollection is a collection with an event you can connect to. The event fires when the collection changes. As usual, working with the .NET classes is so ridiculously easy, it feels like cheating. The following is small test program to illustrate how the ObservableCollection works. To start, create an ObservableCollection and then store it in the Session object so it will persist between page post backs. I also added the code to pull it out of Session state when there is a page post back:   public partial class _Default : System.Web.UI.Page{    public ObservableCollection<int> MyInts;     // ---- Page_Load ------------------------------     protected void Page_Load(object sender, EventArgs e)    {        if (IsPostBack == false)        {            MyInts = new ObservableCollection<int>();            MyInts.CollectionChanged += CollectionChangedHandler;             Session["MyInts"] = MyInts;  // store for use between postbacks        }        else        {            MyInts = Session["MyInts"] as ObservableCollection<int>;        }    } Here's the event handler I hooked up to the ObservableCollection, it writes status strings to a ListBox. Note: The event handler fires in a different thread than the IIS process thread.     // ---- CollectionChangedHandler -----------------------------------    //    // Something changed in the Observable collection     public void CollectionChangedHandler(object sender, NotifyCollectionChangedEventArgs e)    {        // need to dig around to get the current page and control to write to:        // (because this is in a separate thread)        Page CurrentPage = System.Web.HttpContext.Current.Handler as Page;        ListBox LB = CurrentPage.FindControl("ListBoxHistory") as ListBox;         switch (e.Action)        {            case NotifyCollectionChangedAction.Add:                LB.Items.Add("Add: " + e.NewItems[0]);                               break;             case NotifyCollectionChangedAction.Remove:                LB.Items.Add("Remove: " + e.OldItems[0]);                break;             case NotifyCollectionChangedAction.Reset:                LB.Items.Add("Reset: ");                break;             default:                LB.Items.Add(e.Action.ToString());                break;                     }    }  Next, add some buttons and code to exercise the ObservableCollection:     <br />    <asp:Button ID="ButtonAdd" runat="server" Text="Add" OnClick="ButtonAdd_Click" />    <asp:Button ID="ButtonRemove" runat="server" Text="Remove" OnClick="ButtonRemove_Click" />    <asp:Button ID="ButtonReset" runat="server" Text="Reset" OnClick="ButtonReset_Click" />    <asp:Button ID="ButtonList" runat="server" Text="List" OnClick="ButtonList_Click" />    <br />    <asp:TextBox ID="TextBoxInt" runat="server" Width="51px"></asp:TextBox>    <br />    <asp:ListBox ID="ListBoxHistory" runat="server" Height="255px" Width="195px">    </asp:ListBox>    // ---- Add Button --------------------------------------     protected void ButtonAdd_Click(object sender, EventArgs e)    {        int Temp;        if (int.TryParse(TextBoxInt.Text, out Temp) == true)            MyInts.Add(Temp);    }     // ---- Remove Button --------------------------------------     protected void ButtonRemove_Click(object sender, EventArgs e)    {        int Temp;        if (int.TryParse(TextBoxInt.Text, out Temp) == true)            MyInts.Remove(Temp);    }     // ---- Button Reset -----------------------------------     protected void ButtonReset_Click(object sender, EventArgs e)    {        MyInts.Clear();    }     // ---- Button List --------------------------------------     protected void ButtonList_Click(object sender, EventArgs e)    {        ListBoxHistory.Items.Add("MyInts:");        foreach (int i in MyInts)        {            // a bit of tweaking to get the text to be indented            ListItem LI = new ListItem("&nbsp;&nbsp;" + i.ToString());            LI.Text = Server.HtmlDecode(LI.Text);            ListBoxHistory.Items.Add(LI);        }    } Here's what it looks like after entering some numbers and clicking some buttons: An interesting note is that I had to use: System.Web.HttpContext.Current.Response to write to a control on the page. As mentioned earlier, this implies that the notification event is in a thread separate from the IIS thread. Another interesting note: From the online help: Any public static (Shared in Visual Basic) members of this type are thread safe. Any instance members are not guaranteed to be thread safe What does that mean to Asp.Net developers? If you are going to share an ObservableCollection among different sessions, you'd better make it a static object. I hope someone finds this useful. Steve Wellens

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  • Reflections based on distance from plane

    - by Andrea Benedetti
    Let's consider, for example, a surface like the volleyball court, we can see that legs and shoes of the players are reflected, with a blur effect, but body and stadium don't (as each object not near to the court). I've already made a reflection effect, but it works as a specular reflection, and I need to achieve an effect like the photo above. So, I would like to make a reflection that is based on the distance between the object and the plane, in this manner a close object would reflect more than an object that is positioned far away from the plane. What is the best way to achieve this effect? My first idea was to use the depth value (taken from the reflected camera), and use that value to blend between reflection and court. But I don't know if it's a correct way. Edit: as rendering engine I use Ogre that already provides a reflections system: reflecting the camera through a plane (obviously I can select the models to draw from the reflected camera). After a render to texture pass I can blend the reflected texture with the original plane. So, if possible, I'm looking for a way that best suits my system.

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  • Logparser and Powershell

    - by Michel Klomp
    Logparser in powershell One of the few examples how to use logparser in powershell is from the Microsoft.com Operations blog. This script is a good base to create more advanced logparser scripts: $myQuery = new-object -com MSUtil.LogQuery $szQuery = “Select top 10 * from r:\ex07011210.log”; $recordSet = $myQuery.Execute($szQuery) for(; !$recordSet.atEnd(); $recordSet.moveNext()) {             $record=$recordSet.getRecord();             write-host ($record.GetValue(0) + “,”+ $record.GetValue(1)); } $recordSet.Close(); Logparser input formats The previous example uses the default logparser object, you can extent this with the logparser input formats. with this formats get information from the event-log, different types of logfiles, the Active Directory, the registry and XML files. Here are the different ProgId’s you can use. Input Format ProgId ADS MSUtil.LogQuery.ADSInputFormat BIN MSUtil.LogQuery.IISBINInputFormat CSV MSUtil.LogQuery.CSVInputFormat ETW MSUtil.LogQuery.ETWInputFormat EVT MSUtil.LogQuery.EventLogInputFormat FS MSUtil.LogQuery.FileSystemInputFormat HTTPERR MSUtil.LogQuery.HttpErrorInputFormat IIS MSUtil.LogQuery.IISIISInputFormat IISODBC MSUtil.LogQuery.IISODBCInputFormat IISW3C MSUtil.LogQuery.IISW3CInputFormat NCSA MSUtil.LogQuery.IISNCSAInputFormat NETMON MSUtil.LogQuery.NetMonInputFormat REG MSUtil.LogQuery.RegistryInputFormat TEXTLINE MSUtil.LogQuery.TextLineInputFormat TEXTWORD MSUtil.LogQuery.TextWordInputFormat TSV MSUtil.LogQuery.TSVInputFormat URLSCAN MSUtil.LogQuery.URLScanLogInputFormat W3C MSUtil.LogQuery.W3CInputFormat XML MSUtil.LogQuery.XMLInputFormat Using logparser to parse IIS logs if you use the IISW3CinputFormat you can use the field names instead of de row number to get the information from an IIS logfile, it also skips the comment rows in the logfile. $ObjLogparser = new-object -com MSUtil.LogQuery $objInputFormat = new-object -com MSUtil.LogQuery.IISW3CInputFormat $Query = “Select top 10 * from c:\temp\hb\ex071002.log”; $recordSet = $ObjLogparser.Execute($Query, $objInputFormat) for(; !$recordSet.atEnd(); $recordSet.moveNext()) {     $record=$recordSet.getRecord();     write-host ($record.GetValue(“s-ip”) + “,”+ $record.GetValue(“cs-uri-query”)); } $recordSet.Close();

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  • UPK 3.6.1 Enablement Service Pack 1

    - by marc.santosusso
    UPK 3.6.1 Enablement Service Pack 1 now available on My Oracle Support as Patch ID 9533920 (requires My Oracle Support account). Below is a list of the enhancements included in this Enablement Service Pack. Tabbed Gateway Users now have the option to deliver multiple help resources through the in-application support using UPK's new tabbed gateway. This feature is managed using the Configuration Utility for In-Application Support. This feature is documented in the In-Application Support Guide. Firefox 3.6 The latest release of Mozilla Firefox, version 3.6, is now supported by the UPK Player, SmartHelp browser add-on, and SmartMatch recording technology. Oracle E-Business Suite -- Added support for version 12.1.2 for enhanced object and context recognition. -- The UPK PLL is no longer need for Oracle versions 12.1.2 and higher. Agile PLM Agile PLM version 9.3 supported for enhanced object recognition. Customer Needs Management Customer Needs Management schema 1.0.014 is supported for context recognition. Siebel CRM Siebel CRM (On Premise) versions 8.2, 8.1.1.2, 8.0.0.9, and 8.1.1 build 21112 (in addition to the previously supported build 21111) supported for enhanced object and context recognition. SAP SAP GUI for HTML version 7.10 patch 16 supported for enhanced object and context recognition. CA -- CA Clarity PPM version R12.5 supported for context recognition. -- CA Service Desk version R12.5 supported for context recognition. Java Added support for Java 6 update 12

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  • Movement and Collision with AABB

    - by Jeremy Giberson
    I'm having a little difficulty figuring out the following scenarios. http://i.stack.imgur.com/8lM6i.png In scenario A, the moving entity has fallen to (and slightly into the floor). The current position represents the projected position that will occur if I apply the acceleration & velocity as usual without worrying about collision. The Next position, represents the corrected projection position after collision check. The resulting end position is the falling entity now rests ON the floor--that is, in a consistent state of collision by sharing it's bottom X axis with the floor's top X axis. My current update loop looks like the following: // figure out forces & accelerations and project an objects next position // check collision occurrence from current position -> projected position // if a collision occurs, adjust projection position Which seems to be working for the scenario of my object falling to the floor. However, the situation becomes sticky when trying to figure out scenario's B & C. In scenario B, I'm attempt to move along the floor on the X axis (player is pressing right direction button) additionally, gravity is pulling the object into the floor. The problem is, when the object attempts to move the collision detection code is going to recognize that the object is already colliding with the floor to begin with, and auto correct any movement back to where it was before. In scenario C, I'm attempting to jump off the floor. Again, because the object is already in a constant collision with the floor, when the collision routine checks to make sure moving from current position to projected position doesn't result in a collision, it will fail because at the beginning of the motion, the object is already colliding. How do you allow movement along the edge of an object? How do you allow movement away from an object you are already colliding with. Extra Info My collision routine is based on AABB sweeping test from an old gamasutra article, http://www.gamasutra.com/view/feature/3383/simple_intersection_tests_for_games.php?page=3 My bounding box implementation is based on top left/bottom right instead of midpoint/extents, so my min/max functions are adjusted. Otherwise, here is my bounding box class with collision routines: public class BoundingBox { public XYZ topLeft; public XYZ bottomRight; public BoundingBox(float x, float y, float z, float w, float h, float d) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = x; topLeft.y = y; topLeft.z = z; bottomRight.x = x+w; bottomRight.y = y+h; bottomRight.z = z+d; } public BoundingBox(XYZ position, XYZ dimensions, boolean centered) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = position.x; topLeft.y = position.y; topLeft.z = position.z; bottomRight.x = position.x + (centered ? dimensions.x/2 : dimensions.x); bottomRight.y = position.y + (centered ? dimensions.y/2 : dimensions.y); bottomRight.z = position.z + (centered ? dimensions.z/2 : dimensions.z); } /** * Check if a point lies inside a bounding box * @param box * @param point * @return */ public static boolean isPointInside(BoundingBox box, XYZ point) { if(box.topLeft.x <= point.x && point.x <= box.bottomRight.x && box.topLeft.y <= point.y && point.y <= box.bottomRight.y && box.topLeft.z <= point.z && point.z <= box.bottomRight.z) return true; return false; } /** * Check for overlap between two bounding boxes using separating axis theorem * if two boxes are separated on any axis, they cannot be overlapping * @param a * @param b * @return */ public static boolean isOverlapping(BoundingBox a, BoundingBox b) { XYZ dxyz = new XYZ(b.topLeft.x - a.topLeft.x, b.topLeft.y - a.topLeft.y, b.topLeft.z - a.topLeft.z); // if b - a is positive, a is first on the axis and we should use its extent // if b -a is negative, b is first on the axis and we should use its extent // check for x axis separation if ((dxyz.x >= 0 && a.bottomRight.x-a.topLeft.x < dxyz.x) // negative scale, reverse extent sum, flip equality ||(dxyz.x < 0 && b.topLeft.x-b.bottomRight.x > dxyz.x)) return false; // check for y axis separation if ((dxyz.y >= 0 && a.bottomRight.y-a.topLeft.y < dxyz.y) // negative scale, reverse extent sum, flip equality ||(dxyz.y < 0 && b.topLeft.y-b.bottomRight.y > dxyz.y)) return false; // check for z axis separation if ((dxyz.z >= 0 && a.bottomRight.z-a.topLeft.z < dxyz.z) // negative scale, reverse extent sum, flip equality ||(dxyz.z < 0 && b.topLeft.z-b.bottomRight.z > dxyz.z)) return false; // not separated on any axis, overlapping return true; } public static boolean isContactEdge(int xyzAxis, BoundingBox a, BoundingBox b) { switch(xyzAxis) { case XYZ.XCOORD: if(a.topLeft.x == b.bottomRight.x || a.bottomRight.x == b.topLeft.x) return true; return false; case XYZ.YCOORD: if(a.topLeft.y == b.bottomRight.y || a.bottomRight.y == b.topLeft.y) return true; return false; case XYZ.ZCOORD: if(a.topLeft.z == b.bottomRight.z || a.bottomRight.z == b.topLeft.z) return true; return false; } return false; } /** * Sweep test min extent value * @param box * @param xyzCoord * @return */ public static float min(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.topLeft.x; case XYZ.YCOORD: return box.topLeft.y; case XYZ.ZCOORD: return box.topLeft.z; default: return 0f; } } /** * Sweep test max extent value * @param box * @param xyzCoord * @return */ public static float max(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.bottomRight.x; case XYZ.YCOORD: return box.bottomRight.y; case XYZ.ZCOORD: return box.bottomRight.z; default: return 0f; } } /** * Test if bounding box A will overlap bounding box B at any point * when box A moves from position 0 to position 1 and box B moves from position 0 to position 1 * Note, sweep test assumes bounding boxes A and B's dimensions do not change * * @param a0 box a starting position * @param a1 box a ending position * @param b0 box b starting position * @param b1 box b ending position * @param aCollisionOut xyz of box a's position when/if a collision occurs * @param bCollisionOut xyz of box b's position when/if a collision occurs * @return */ public static boolean sweepTest(BoundingBox a0, BoundingBox a1, BoundingBox b0, BoundingBox b1, XYZ aCollisionOut, XYZ bCollisionOut) { // solve in reference to A XYZ va = new XYZ(a1.topLeft.x-a0.topLeft.x, a1.topLeft.y-a0.topLeft.y, a1.topLeft.z-a0.topLeft.z); XYZ vb = new XYZ(b1.topLeft.x-b0.topLeft.x, b1.topLeft.y-b0.topLeft.y, b1.topLeft.z-b0.topLeft.z); XYZ v = new XYZ(vb.x-va.x, vb.y-va.y, vb.z-va.z); // check for initial overlap if(BoundingBox.isOverlapping(a0, b0)) { // java pass by ref/value gotcha, have to modify value can't reassign it aCollisionOut.x = a0.topLeft.x; aCollisionOut.y = a0.topLeft.y; aCollisionOut.z = a0.topLeft.z; bCollisionOut.x = b0.topLeft.x; bCollisionOut.y = b0.topLeft.y; bCollisionOut.z = b0.topLeft.z; return true; } // overlap min/maxs XYZ u0 = new XYZ(); XYZ u1 = new XYZ(1,1,1); float t0, t1; // iterate axis and find overlaps times (x=0, y=1, z=2) for(int i = 0; i < 3; i++) { float aMax = max(a0, i); float aMin = min(a0, i); float bMax = max(b0, i); float bMin = min(b0, i); float vi = XYZ.getCoord(v, i); if(aMax < bMax && vi < 0) XYZ.setCoord(u0, i, (aMax-bMin)/vi); else if(bMax < aMin && vi > 0) XYZ.setCoord(u0, i, (aMin-bMax)/vi); if(bMax > aMin && vi < 0) XYZ.setCoord(u1, i, (aMin-bMax)/vi); else if(aMax > bMin && vi > 0) XYZ.setCoord(u1, i, (aMax-bMin)/vi); } // get times of collision t0 = Math.max(u0.x, Math.max(u0.y, u0.z)); t1 = Math.min(u1.x, Math.min(u1.y, u1.z)); // collision only occurs if t0 < t1 if(t0 <= t1 && t0 != 0) // not t0 because we already tested it! { // t0 is the normalized time of the collision // then the position of the bounding boxes would // be their original position + velocity*time aCollisionOut.x = a0.topLeft.x + va.x*t0; aCollisionOut.y = a0.topLeft.y + va.y*t0; aCollisionOut.z = a0.topLeft.z + va.z*t0; bCollisionOut.x = b0.topLeft.x + vb.x*t0; bCollisionOut.y = b0.topLeft.y + vb.y*t0; bCollisionOut.z = b0.topLeft.z + vb.z*t0; return true; } else return false; } }

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  • steam won't open after install

    - by Dan Cooper
    I've looked all over the place for a solution but no one seems to be getting the same error codes as me. When I try to run Steam through terminal I get the following error: Running Steam on ubuntu 13.04 64-bit STEAM_RUNTIME is enabled automatically Installing breakpad exception handler for appid(steam)/version(1367621987_client) Installing breakpad exception handler for appid(steam)/version(1367621987_client) unlinked 0 orphaned pipes Gtk-Message: Failed to load module "overlay-scrollbar" Installing breakpad exception handler for appid(steam)/version(1367621987_client) [1013/104817:WARNING:proxy_service.cc(646)] PAC support disabled because there is no system implementation /home/buildbot/buildslave_steam/steam_rel_client_ubuntu12_linux/build/src/steamUI/../common/steam/client_api.cpp (281) : Assertion Failed: ClientAPI_InitGlobalInstance: InternalAPI_Init_Internal failed. Assert( Assertion Failed: ClientAPI_InitGlobalInstance: InternalAPI_Init_Internal failed. ):/home/buildbot/buildslave_steam/steam_rel_client_ubuntu12_linux/build/src/steamUI/../common/steam/client_api.cpp:281 Installing breakpad exception handler for appid(steam)/version(1367621987_client) Uploading dump (out-of-process) [proxy ''] /tmp/dumps/assert_20131013104817_1.dmp /home/buildbot/buildslave_steam/steam_rel_client_ubuntu12_linux/build/src/steamUI/SteamStartup.cpp (627) : Assertion Failed: ! "There was a problem with your Steam installation.\n" "Please reinstall steam.\n" unlinked 2 orphaned pipes CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 75 single object sleeps, 0 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps [2013-10-13 10:48:16] Startup - updater built May 3 2013 15:08:27 [2013-10-13 10:48:16] Verifying installation... [2013-10-13 10:48:16] Verification complete Shutting down. . . [2013-10-13 10:48:17] Shutdown Finished uploading minidump (out-of-process): success = yes response: CrashID=bp-d172a742-b7dd-419c-b235-d60c32131013 I've tried sudo apt-get purge and terminal tries to tell me I don't have Steam installed. I've tried reinstalling with software center but that doesn't help either.

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  • Where do I place XNA content pipeline references?

    - by Zabby Wabby
    I am relatively new to XNA, and have started to delve into the use of the content pipeline. I have already figured out that tricky issue of adding a game library containing classes for any type of .xml file I want to read. Here's the issue. I am trying to handle the reading of all XML content through use of an XMLHandler object that uses the intermediate deserializer. Any time reading of such data is required, the appropriate method within this object would be called. So, as a simple example, something like this would occur when a character levels: public Spell LevelUp(int levelAchived) { XMLHandler.FindSkillsForLevel(levelAchived); } This method would then read the proper .xml file, sending back the spell for the character to learn. However, the XMLHandler is having issues even being created. I cannot get it to use the using namespace of Microsoft.Xna.Framework.Content.Pipeline. I get an error on my using statement in the XMLHandler class: using Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate; The error is a typical reference error: Type or namespace name "'Pipeline' does not exist in the namespace 'Microsoft.Xna.Framework.Content' (are you missing an assembly reference?)" I THINK this is because this namespace is already referenced in my game's content. I would really have no issue placing this object within my game's content (since that is ALL it deals with anyways), but the Content project does not seem capable of holding anything but content files. In summary, I need to use the Intermediate Deserializer in my main project's logic, but, as far as I can make out, I can't safely reference the associated namespace for it outside of the game's content. I'm not a terribly well-versed programmer, so I may be just missing some big detail I've never learned here. How can I make this object accessible for all projects within the solution? I will gladly post more information if needed!

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  • Context Sensitive JTable

    - by Geertjan
    Here's a plain old JTable on the NetBeans Platform. Whenever the toolbar button is clicked, information about the currently selected row is displayed in the status bar: Normally, the above would be achieved in NetBeans Platform applications via Nodes publishing their underlying business object when the selection changes. In this case, there are no Nodes at all. There's only a JTable and a DefaultTableModel, i.e., all pure Java Swing. So, how does it work? To follow the logic, it makes sense to create the example yourself, starting with the Stock object: public class Stock {     String name;     String desc;     public Stock() {     }     public Stock(String name, String desc) {         this.name = name;         this.desc = desc;     }     public String getDesc() {         return desc;     }     public String getName() {         return name;     }     public void setDesc(String desc) {         this.desc = desc;     }     public void setName(String name) {         this.name = name;     } } Next, create a new Window Component via the wizard and then rewrite the constructor as follows: public final class MyWindowTopComponent extends TopComponent {     private final InstanceContent ic = new InstanceContent();     public MyWindowTopComponent() {         initComponents();         //Statically create a few stocks,         //in reality these would come from a data source         //of some kind:         List<Stock> list = new ArrayList();         list.add(new Stock("AMZN", "Amazon"));         list.add(new Stock("BOUT", "About.com"));         list.add(new Stock("Something", "Something.com"));         //Create a JTable, passing the List above         //to a DefaultTableModel:         final JTable table = new JTable(StockTableModel (list));         //Whenever the mouse is clicked on the table,         //somehow construct a new Stock object //(or get it from the List above) and publish it:         table.addMouseListener(new MouseAdapter() {             @Override             public void mousePressed(MouseEvent e) {                 int selectedColumn = table.getSelectedColumn();                 int selectedRow = table.getSelectedRow();                 Stock s = new Stock();                 if (selectedColumn == 0) {                     s.setName(table.getModel().getValueAt(selectedRow, 0).toString());                     s.setDesc(table.getModel().getValueAt(selectedRow, 1).toString());                 } else {                     s.setName(table.getModel().getValueAt(selectedRow, 1).toString());                     s.setDesc(table.getModel().getValueAt(selectedRow, 0).toString());                 }                 ic.set(Collections.singleton(s), null);             }         });         JScrollPane scrollPane = new JScrollPane(table);         add(scrollPane, BorderLayout.CENTER);         //Put the dynamic InstanceContent into the Lookup:         associateLookup(new AbstractLookup(ic));     }     private DefaultTableModel StockTableModel (List<Stock> stockList) {         DefaultTableModel stockTableModel = new DefaultTableModel() {             @Override             public boolean isCellEditable(int row, int column) {                 return false;             }         };         Object[] columnNames = new Object[2];         columnNames[0] = "Symbol";         columnNames[1] = "Name";         stockTableModel.setColumnIdentifiers(columnNames);         Object[] rows = new Object[2];         ListIterator<Stock> stockListIterator = stockList.listIterator();         while (stockListIterator.hasNext()) {             Stock nextStock = stockListIterator.next();             rows[0] = nextStock.getName();             rows[1] = nextStock.getDesc();             stockTableModel.addRow(rows);         }         return stockTableModel;     }     ...     ...     ... And now, since you're publishing a new Stock object whenever the user clicks in the table, you can create loosely coupled Actions, like this: @ActionID(category = "Edit", id = "org.my.ui.ShowStockAction") @ActionRegistration(iconBase = "org/my/ui/Datasource.gif", displayName = "#CTL_ShowStockAction") @ActionReferences({     @ActionReference(path = "Menu/File", position = 1300),     @ActionReference(path = "Toolbars/File", position = 300) }) @Messages("CTL_ShowStockAction=Show Stock") public final class ShowStockAction implements ActionListener {     private final Stock context;     public ShowStockAction(Stock context) {         this.context = context;     }     @Override     public void actionPerformed(ActionEvent ev) {         StatusDisplayer.getDefault().setStatusText(context.getName() + " / " + context.getDesc());     } }

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  • WCF/webservice architecture question

    - by M.R.
    I have a requirement to create a webservice to expose certain items from a CMS as a web service, and I need some suggestions - the structure of the items is as such: item - field 1 - field 2 - field 3 - field 4 So, one would think that the class for this will be: public class MyItem { public string ItemName { get; set; } public List<MyField> Fields { get; set; } } public class MyField { public string FieldName { get; set; } public string FieldValue { get; set; } //they are always string (except - see below) } This works for when its always one level deep, but sometimes, one of the fields is actually a point to ANOTHER item (MyItem) or multiple MyItem (List<MyItem>), so I thought I would change the structure of MyField as follows, to make FieldValue as object; public class MyField { public string FieldName { get; set; } public object FieldValue { get; set; } //changed to object } So, now, I can put whatever I want in there. This is great in theory, but how will clients consume this? I suspect that when users make a reference to this web service, they won't know which object is being returned in that field? This seems like a not-so-good design. Is there a better approach to this?

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  • LibGdx efficient data saving/loading?

    - by grimrader22
    Currently, my LibGDX game consists of a 512 x 512 map of Tiles and entities such as players and monsters. I am wondering how to efficiently save and load the data of my levels. At the moment I am using JSON serialization for each class I want to save. I implement the Json.Serializable interface for all of these classes and write only the variables that are necessary. So my map consists of 512 x 512 tiles, that's 260,000 tiles. Each tile on the map consists of a Tile object, which points to some final Tile object like a GRASS_TILE or a STONE_TILE. When I serialize each level tile, the final Tile that it points to is re-serialized over and over again, so if I have 100 Tiles all pointing to GRASS_TILE, the data of GRASS_TILE is written 100 times over. When I go to load/deserialize my objects, 100 GrassTile objects are created, but they are each their own object. They no longer point to the final tile object. I feel like this reading/writing files very slow. If I were to abandon JSON serialization, to my knowledge my next best option would be saving the level data to a sql database. Unless there is a way to speed up serializing/deserializing 260,000 tiles I may have to do this. Is this a good idea? Could I really write that many tiles to the database efficiently? To sum all this up, I am trying to save my levels using JSON serialization, but it is VERY slow. What other options do I have for saving the data of so many tiles. I also must note that the JSON serialization is not slow on a PC, it is only VERY slow on a mobile device. Since file writing/reading is so slow on mobile devices, what can I do?

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  • EJB Persist On Master Child Relationship

    - by deepak.siddappa(at)oracle.com
    Let us take scenario where in users wants to persist master child relationship. Here will have two tables dept, emp (using Scott Schema) which are having master child relation.Model Diagram: Here in the above model diagram, Dept is the Master table and Emp is child table and Dept is related to emp by one to n relationship. Lets assume we need to make new entries in emp table using EJB persist method. Create a Emp form manually dropping the fields, where deptno will be dropped as Single Selection -> ADF Select One Choice (which is a foreign key in emp table) from deptFindAll DC. Make sure to bind all field variables in backing bean.Employee Form:Once the Emp form created, If the persistEmp() method is used to commit the record this will persist all the Emp fields into emp table except deptno, because the deptno will be passed as a Object reference in persistEmp method  (Its foreign key reference). So directly deptno can't be passed to the persistEmp method instead deptno should be explicitly set to the emp object, then the persist will save the deptno to the emp table.Below solution is one way of work around to achieve this scenario -Create a method in sessionBean for adding emp records and expose this method in DataControl.     For Ex: Here in the below code 'em" is a EntityManager.            private EntityManager em - will be member variable in sessionEJBBeanpublic void addEmpRecord(String ename, String job, BigDecimal deptno) { Emp emp = new Emp(); emp.setEname(ename); emp.setJob(job); //setting the deptno explicitly Dept dept = new Dept(); dept.setDeptno(deptno); //passing the dept object emp.setDept(dept); //persist the emp object data to Emp table em.persist(emp); }From DataControl palette Drop addEmpRecord as Method ADF button, In Edit action binding window enter the parameter values which are binded in backing bean.     For Ex:     If the name deptno textfield is binded with "deptno" variable in backing bean, then El Expression Builder pass value as "#{backingbean.deptno.value}"Binding:

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  • Should mock objects for tests be created at a high or low level

    - by Danack
    When creating unit tests for those other objects, what is the best way to create mock objects that provide data to other objects. Should they be created at a 'high level' and intercept the calls as soon as possible, or should they be done at a 'low level' and so make as much as the real code still be called? e.g. I'm writing a test for some code that requires a NoteMapper object that allows Notes to be loaded from the DB. class NoteMapper { function getNote($sqlQueryFactory, $noteID) { // Create an SQL query from $sqlQueryFactory // Run that SQL // if null // return null // else // return new Note($dataFromSQLQuery) } } I could either mock this object at a high level by creating a mock NoteMapper object, so that there are no calls to the SQL at all e.g. class MockNoteMapper { function getNote($sqlQueryFactory, $noteID) { //$mockData = {'Test Note title', "Test note text" } // return new Note($mockData); } } Or I could do it at a very low level, by creating a MockSQLQueryFactory that instead of actually querying the database just provides mock data back, and passing that to the current NoteMapper object. It seems that creating mocks at a high level would be easier in the short term, but that in the long term doing it at a low level would be more powerful and possibly allow more automation of tests e.g. by recording data in an out of a DB and then replaying that data for tests. Is there a recommended way of creating mocks? Are there any hard and fast rules about which are better, or should they both be used where appropriate?

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  • Integration error in high velocity

    - by Elektito
    I've implemented a simple simulation of two planets (simple 2D disks really) in which the only force is gravity and there is also collision detection/response (collisions are completely elastic). I can launch one planet into orbit of the other just fine. The collision detection code though does not work so well. I noticed that when one planet hits the other in a free fall it speeds backward and goes much higher than its original position. Some poking around convinced me that the simplistic Euler integration is causing the error. Consider this case. One object has a mass of 1kg and the other has a mass equal to earth. Say the object is 10 meters above ground. Assume that our dt (delta t) is 1 second. The object goes to the height of 9 meters at the end of the first iteration, 7 at the end of the second, 4 at the end of the third and 0 at the end of the fourth iteration. At this points it hits the ground and bounces back with the speed of 10 meters per second. The problem is with dt=1, on the first iteration it bounces back to a height of 10. It takes several more steps to make the object change its course. So my question is, what integration method can I use which fixes this problem. Should I split dt to smaller pieces when velocity is high? Or should I use another method altogether? What method do you suggest? EDIT: You can see the source code here at github:https://github.com/elektito/diskworld/

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  • Space-efficient data structures for broad-phase collision detection

    - by Marian Ivanov
    As far as I know, these are three types of data structures that can be used for collision detection broadphase: Unsorted arrays: Check every object againist every object - O(n^2) time; O(log n) space. It's so slow, it's useless if n isn't really small. for (i=1;i<objects;i++){ for(j=0;j<i;j++) narrowPhase(i,j); }; Sorted arrays: Sort the objects, so that you get O(n^(2-1/k)) for k dimensions O(n^1.5) for 2d and O(n^1.67) for 3d and O(n) space. Assuming the space is 2D and sortedArray is sorted so that if the object begins in sortedArray[i] and another object ends at sortedArray[i-1]; they don't collide Heaps of stacks: Divide the objects between a heap of stacks, so that you only have to check the bucket, its children and its parents - O(n log n) time, but O(n^2) space. This is probably the most frequently used approach. Is there a way of having O(n log n) time with less space? When is it more efficient to use sorted arrays over heaps and vice versa?

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  • What to Return with Async CRUD methods

    - by RualStorge
    While there is a similar question focused on Java, I've been in debates with utilizing Task objects. What's the best way to handle returns on CRUD methods (and similar)? Common returns we've seen over the years are: Void (no return unless there is an exception) Boolean (True on Success, False on Failure, exception on unhandled failure) Int or GUID (Return the newly created objects Id, 0 or null on failure, exception on unhandled failure) The updated Object (exception on failure) Result Object (Object that houses the manipulated object's ID, Boolean or status field to with success or failure indicated, Exception information if there was one, etc) The concern comes into play as we've started moving over to utilizing C# 5's Async functionality, and this brought the question up of how we should handle CRUD returns large-scale. In our systems we have a little of everything in regards to what we return, we want to make these returns standardized... Now the question is what is the recommended standard? Is there even a recommended standard yet? (I realize we need to decide our standard, but typically we do so by looking at best practices, see if it makes sense for us and go from there, but here we're not finding much to work with)

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  • How to make Unity 3D work with Bumblebee using the Intel chipset

    - by EboMike
    I have a Sony VAIO S laptop with the dreaded Optimus and finally managed to get Bumblebee to work fully on Ubuntu 12.04 so that I can utilize both the hardware acceleration of the Intel chipset as well as the Nvidia one via optirun and/or bumble-app-settings. However, the desktop effects don't work. But they should, I vaguely remember that they worked for a while before I had Bumblebee installed. This is what I get with the support test: :~$ /usr/lib/nux/unity_support_test -p Xlib: extension "NV-GLX" missing on display ":0". OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile OpenGL version string: 1.4 (2.1 Mesa 8.0.2) Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: no GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no First of all, I kind of doubt that the chipset doesn't support VBOs (essentially a standard feature in GL). Neither Xorg.0.log nor Xorg.8.log show any particular errors. As for the Nvidia drivers: In order to get them to work, I had to install the 304.22 drivers (older ones wouldn't work). They clobbered libglx.so, so I reinstated the xserver-xorg-core libglx.so in its original place, moved Nvidia's libglx.so to an nvidia-specific folder and specified that folder in the bumblebee.config. That seems to work and shouldn't cause the problem I see here. For fun, I tried to use the Nvidia chipset for Unity, but that didn't fly either: ~$ optirun /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 640M LE/PCIe/SSE2 OpenGL version string: 4.2.0 NVIDIA 304.22 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no

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  • Can I set my Optimus Nvidia card to run Unity3D with bumblebee?

    - by manuhalo
    I'd like to know whether I can run compiz on my Nvidia card to speed things up. It's a Dell XPS15 laptop but I'm mostly using it as a desktop, so battery life is not important. Apparently my Intel integrated card is able to run unity 3D, but my Nvidia GT 420M is not. Here's the output of unity_support_test, both with optirun and without it: manuhalo@Ubuntu-XPS-L501X:~$ optirun /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 420M/PCI/SSE2 OpenGL version string: 4.1.0 NVIDIA 280.13 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no manuhalo@Ubuntu-XPS-L501X:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Intel(R) Ironlake Mobile OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes Any ideas of why this is happening? Thanks in advance to anyone able to shed some light on this. What I have tried: Installed the v290 drivers from the x-stable PPA. Tried forcing Unity-3D to work by telling Unity to ignore the unity-support-test results i.e. gksudo gedit /etc/environment add the following UNITY_FORCE_START=1 to the end of the file.

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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  • Moving objects colliding when using unalligned collision avoidance (steering)

    - by James Bedford
    I'm having trouble with unaligned collision avoidance for what I think is a rare case. I have set two objects to move towards each other but with a slight offset, so one of the objects is moving slightly upwards, and one of the objects is moving slightly downwards. In my unaligned collision avoidance steering algorithm I'm finding the points on the object's forward line and the other object's forward line where these two lines are the closest. If these closest points are within a collision avoidance distance, and if the distance between them is smaller than the two radii of the two object's bounding spheres, then the objects should steer away in the appropriate direction. The problem is that for my case, the closest points on the lines are calculated to be really far away from the actual collision point. This is because the two forward lines for each object are moving away from each other as the objects pass. The problem is that because of this, no steering takes place, and the two objects partially collide. Does anyone have any suggestions as to how I can correctly calculate the point of collision? Perhaps by somehow taking into account the size of the two objects?

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  • Hydraulics in game

    - by Mungoid
    I'm not completely sure if this would be better in the Physics site or not as this question is more about how hydraulics should work in game as opposed to how they really work (although that is taken into account) - So I apologize if this is in the wrong place. A project we are on, we have a machine with hydraulics that are powered (They don't just look like they move something, they are the only thing moving/turning/lifting something) - However, the hydraulic extends the same speed no matter what it is pushing. So, say there is a 10 ton object attached to one end of the hydraulic and the other end is attached to a plate on the ground. In real life it takes a few seconds to build up pressure depending on how heavy the object is, but in our project the hydraulics don't care about that. It will lift a 100 ton object the same speed as a 10 ton object. We have a way to fake the hydraulic pressurizing by reducing the 'drive amount' (how fast or slow the hydraulic extends) when we sense that it is touching the ground and that does a relatively decent job but we would like to be able to take other things into account like engine speed, ratios, loads, etc. but we aren't too sure what we need to think about. I'm kinda wondering if anyone here has any experience with this and could offer some suggestions on what to take into account?

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  • How to Generate a Create Table DDL Script Along With Its Related Tables

    - by Compudicted
    Have you ever wondered when creating table diagrams in SQL Server Management Studio (SSMS) how slickly you can add related tables to it by just right-clicking on the interesting table name? Have you also ever needed to script those related tables including the master one? And you discovered you have dozens of related tables? Or may be no SSMS at your disposal? That was me one day. Well, creativity to the rescue! I Binged and Googled around until I found more or less what I wanted, but it was all involving T-SQL, yeah, a long and convoluted CROSS APPLYs, then I saw a PowerShell solution that I quickly adopted to my needs (I am not referencing any particular author because it was a mashup): 1: ########################################################################################################### 2: # Created by: Arthur Zubarev on Oct 14, 2012 # 3: # Synopsys: Generate file containing the root table CREATE (DDL) script along with all its related tables # 4: ########################################################################################################### 5:   6: [System.Reflection.Assembly]::LoadWithPartialName('Microsoft.SqlServer.SMO') | out-null 7:   8: $RootTableName = "TableName" # The table name, no schema name needed 9:   10: $srv = new-Object Microsoft.SqlServer.Management.Smo.Server("TargetSQLServerName") 11: $conContext = $srv.ConnectionContext 12: $conContext.LoginSecure = $True 13: # In case the integrated security is not used uncomment below 14: #$conContext.Login = "sa" 15: #$conContext.Password = "sapassword" 16: $db = New-Object Microsoft.SqlServer.Management.Smo.Database 17: $db = $srv.Databases.Item("TargetDatabase") 18:   19: $scrp = New-Object Microsoft.SqlServer.Management.Smo.Scripter($srv) 20: $scrp.Options.NoFileGroup = $True 21: $scrp.Options.AppendToFile = $False 22: $scrp.Options.ClusteredIndexes = $False 23: $scrp.Options.DriAll = $False 24: $scrp.Options.ScriptDrops = $False 25: $scrp.Options.IncludeHeaders = $True 26: $scrp.Options.ToFileOnly = $True 27: $scrp.Options.Indexes = $False 28: $scrp.Options.WithDependencies = $True 29: $scrp.Options.FileName = 'C:\TEMP\TargetFileName.SQL' 30:   31: $smoObjects = New-Object Microsoft.SqlServer.Management.Smo.UrnCollection 32: Foreach ($tb in $db.Tables) 33: { 34: Write-Host -foregroundcolor yellow "Table name being processed" $tb.Name 35: 36: If ($tb.IsSystemObject -eq $FALSE -and $tb.Name -eq $RootTableName) # feel free to customize the selection condition 37: { 38: Write-Host -foregroundcolor magenta $tb.Name "table and its related tables added to be scripted." 39: $smoObjects.Add($tb.Urn) 40: } 41: } 42:   43: # The actual act of scripting 44: $sc = $scrp.Script($smoObjects) 45:   46: Write-host -foregroundcolor green $RootTableName "and its related tables have been scripted to the target file." Enjoy!

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  • Strange behavior of RigidBody with gravity and impulse applied

    - by Heisenbug
    I'm doing some experiments trying to figure out how physics works in Unity. I created a cube mesh with a BoxCollider and a RigidBody. The cuve is laying on a mesh plane with a BoxCollider. I'm trying to update the object position applying a force on its RigidBody. Inside script FixedUpdate function I'm doing the following: public void FixedUpdate() { if (leftButtonPressed()) this.rigidbody.AddForce( this.transform.forward * this.forceStrength, ForceMode.Impulse); } Despite the object is aligned with the world axis and the force is applied along Z axis, it performs a quite big rotation movement around its y axis. Since I didn't modify the center of mass and the BoxCollider position and dimension, all values should be fine. Removing gravity and letting the object flying without touching the plane, the problem doesn't show. So I suppose it's related to the friction between objects, but I can't understand exactly which is the problem. Why this? What's my mistake? How can I fix this, or what's the right way to do such a moving an object on a plane through a force impulse?

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