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  • How do you deal with naming conventions for rails partials?

    - by DJTripleThreat
    For example, I might have an partial something like: <div> <%= f.label :some_field %><br/> <%= f.text_field :some_field %> </div> which works for edit AND new actions. I also will have one like: <div> <%=h some_field %> </div> for the show action. So you would think that all your partials go under one directory like shared or something. The problem that I see with this is that both of these would cause a conflict since they are essentially the same partial but for different actions so what I do is: <!-- for edit and new actions --> <%= render "shared_edit/some_partial" ... %> <!-- for show action --> <%= render "shared_show/some_partial" ... %> How do you handle this? Is a good idea or even possible to maybe combine all of these actions into one partial and render different parts by determining what the current action is?

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  • Problems with rails and saving to the database.

    - by Grantismo
    I've been having some difficulty in understanding the source of a problem. Below is a listing of the model classes. Essentially the goal is to have the ability to add sentences to the end of the story, or to add stories to an existing sentence_block. Right now, I'm only attempting to allow users to add sentences, and automatically create a new sentence_block for the new sentence. class Story < ActiveRecord::Base has_many :sentence_blocks, :dependent => :destroy has_many :sentences, :through => :sentence_blocks accepts_nested_attributes_for :sentence_blocks end class SentenceBlock < ActiveRecord::Base belongs_to :story has_many :sentences, :dependent => :destroy end class Sentence < ActiveRecord::Base belongs_to :sentence_block def story @sentence_block = SentenceBlock.find(self.sentence_block_id) Story.find(@sentence_block.story_id) end end The problem is occurring when using the show method of the Story. The Story method is as follows, and the associated show method for a sentence is also included. Sentence.show def show @sentence = Sentence.find(params[:id]) respond_to do |format| format.html {redirect_to(@sentence.story)} format.xml { render :xml => @sentence } end end Story.show def show @story = Story.find(params[:id]) @sentence_block = @story.sentence_blocks.build @new_sentence = @sentence_block.sentences.build(params[:sentence]) respond_to do |format| if @new_sentence.content != nil and @new_sentence.sentence_block_id != nil and @sentence_block.save and @new_sentence.save flash[:notice] = 'Sentence was successfully added.' format.html # new.html.erb format.xml { render :xml => @story } else @sentence_block.destroy format.html format.xml { render :xml => @story } end end end I'm getting a "couldn't find Sentence_block without and id" error. So I'm assuming that for some reason the sentence_block isn't getting saved to the database. Can anyone help me with my understanding of the behavior and why I'm getting the error? I'm trying to ensure that every time the view depicts show for a story, an unnecessary sentence_block and sentence isn't created, unless someone submits the form, I'm not really sure how to accomplish this. Any help would be appreciated.

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  • OpenGLES - Rendering a background image only once and not wiping it

    - by chaosbeaker
    Hello, first time asking a question here but been watching others answers for a while. My own question is one for improving the performance of my program. Currently I'm wiping the viewFrameBuffer on each pass through my program and then rendering the background image first followed by the rest of my scene. I was wondering how I go about rendering the background image once, and only wiping the rest of the scene for updating/re-rendering. I tried using a seperate buffer but I'm not sure how to present this new buffer to the render buffer. // Set the current EAGLContext and bind to the framebuffer. This will direct all OGL commands to the // framebuffer and the associated renderbuffer attachment which is where our scene will be rendered [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer); // Define the viewport. Changing the settings for the viewport can allow you to scale the viewport // as well as the dimensions etc and so I'm setting it for each frame in case we want to change i glViewport(0, 0, screenBounds.size.width , screenBounds.size.height); // Clear the screen. If we are going to draw a background image then this clear is not necessary // as drawing the background image will destroy the previous image glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Setup how the images are to be blended when rendered. This could be changed at different points during your // render process if you wanted to apply different effects glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); switch (currentViewInt) { case 1: { [background render:CGPointMake(240, 0) fromTopLeftBottomRightCenter:@"Bottom"]; // Other Rendering Code }} // Bind to the renderbuffer and then present this image to the current context glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; Hopefully by solving this I'll also be able to implement another buffer just for rendering particles as I can set them to always use a black background as their alpha source. Any help is greatly appreciated

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  • Pygame Sprite/Font rendering issues

    - by Grimless
    Hey guys. Here's my problem: I have a game class that maintains a HUD overlay that has a bunch of elements, including header and footer background sprites. Everything was working fine until I added a 1024x128 footer sprite. Now two of my text labels will not render, despite the fact that they DO exist in my Group and self.elements array. Is there something I'm missing? When I take out the footerHUDImage line, all of the labels render correctly and everything works fine. When I add the footerHUDImage, two of the labels (the first two) no longer render and the third only sometimes renders. HELP PLEASE! Here is the code: class AoWHUD (object): def __init__(self, screen, delegate, dataSource): self.delegate = delegate self.dataSource = dataSource self.elements = [] headerHudImage = KJRImage("HUDBackground.png") self.elements.append(headerHudImage) headerHudImage.userInteractionEnabled = True footerHUDImage = KJRImage("ControlsBackground.png") self.elements.append(footerHUDImage) footerHUDImage.rect.bottom = screen.get_rect().height footerHUDImage.userInteractionEnabled = True lumberMessage = "Lumber: " + str(self.dataSource.lumber) lumberLabel = KJRLabel(lumberMessage, size = 48, color = (240, 200, 10)) lumberLabel.rect.topleft = (_kSpacingMultiple * 0, 0) self.elements.append(lumberLabel) stoneMessage = "Stone: " + str(self.dataSource.stone) stoneLabel = KJRLabel(stoneMessage, size = 48, color = (240, 200, 10)) stoneLabel.rect.topleft = (_kSpacingMultiple * 1, 0) self.elements.append(stoneLabel) metalMessage = "Metal: " + str(self.dataSource.metal) metalLabel = KJRLabel(metalMessage, size = 48, color = (240, 200, 10)) metalLabel.rect.topleft = (_kSpacingMultiple * 2, 0) self.elements.append(metalLabel) foodMessage = "Food: " + str(len(self.dataSource.units)) + "/" + str(self.dataSource.food) foodLabel = KJRLabel(foodMessage, size = 48, color = (240, 200, 10)) foodLabel.rect.topleft = (_kSpacingMultiple * 3, 0) self.elements.append(foodLabel) self.selectionSprites = {32 : pygame.image.load("Selected32.png").convert_alpha(), 64 : pygame.image.load("Selected64.png")} self._sprites_ = pygame.sprite.Group() for e in self.elements: self._sprites_.add(e) print self.elements def draw(self, screen): if self.dataSource.resourcesChanged: lumberMessage = "Lumber: " + str(self.dataSource.lumber) stoneMessage = "Stone: " + str(self.dataSource.stone) metalMessage = "Metal: " + str(self.dataSource.metal) foodMessage = "Food: " + str(len(self.dataSource.units)) + "/" + str(self.dataSource.food) self.elements[2].setText(lumberMessage) self.elements[2].rect.topleft = (_kSpacingMultiple * 0, 0) self.elements[3].setText(stoneMessage) self.elements[3].rect.topleft = (_kSpacingMultiple * 1, 0) self.elements[4].setText(metalMessage) self.elements[4].rect.topleft = (_kSpacingMultiple * 2, 0) self.elements[5].setText(foodMessage) self.elements[5].rect.topleft = (_kSpacingMultiple * 3, 0) self.dataSource.resourcesChanged = False self._sprites_.draw(screen) if self.delegate.selectedUnit: theSelectionSprite = self.selectionSprites[self.delegate.selectedUnit.rect.width] screen.blit(theSelectionSprite, self.delegate.selectedUnit.rect)

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  • Rails - Why is HAML showing the full hash?

    - by Mr. Demetrius Michael
    View: !!! %html %head %title= full_title(yield(:title)) =stylesheet_link_tag "application", media: "all" =javascript_include_tag "application" =csrf_meta_tags =render 'layouts/shim' %body =render 'layouts/header' .container =flash.each do |key, value| %div{class: "alert alert-#{key}"} #{value} Controller def create @user = User.new(params[:user]) if @user.save flash[:success] = "This is Correct" redirect_to @user else flash[:wrong] = "no" render 'new' end end Regardless of the flash (:success or :wrong or otherwise) it always compiles the entire hash as html (below) Output: <!DOCTYPE html> .... <div class='container'> <div class='alert alert-wrong'>no</div> {:wrong=&gt;&quot;no&quot;} </div> </body> </html> I have no idea why {:wrong=&gt;&quot;no&quot;} is being displayed. I've been staring at this terminal for hours. What's interesting is that the hash is being outputted with the container id, but not in the alert class. It feels like an indentation problem, but I went through several permutations with no success.

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  • Java Play Mustache NPE Error

    - by zanedev
    We are getting a mustache play error in production (amazon linux EC2 AMI) but not in development (MACs) and we have tried upgrading the jvm, using the jdk instead, and changing from a tomcat deploy model to match our development environments as much as possible but nothing is working. Please any help would be greatly appreciated. We have lots of shared code in java and javascript using mustache and it would be a big deal to rewrite everything if we had to ditch mustache on the java side. 20:48:52,403 ERROR ~ @6al2dd0po Internal Server Error (500) for request GET /mystuff/people Execution exception (In {module:mustache-0.2}/app/play/modules/mustache/MustacheTags.java around line 32) NullPointerException occured : null play.exceptions.JavaExecutionException at play.templates.BaseTemplate.throwException(BaseTemplate.java:90) at play.templates.GroovyTemplate.internalRender(GroovyTemplate.java:257) at play.templates.Template.render(Template.java:26) at play.templates.GroovyTemplate.render(GroovyTemplate.java:187) at play.mvc.results.RenderTemplate.<init>(RenderTemplate.java:24) at play.mvc.Controller.renderTemplate(Controller.java:660) at play.mvc.Controller.renderTemplate(Controller.java:640) at play.mvc.Controller.render(Controller.java:695) at controllers.MyStuff.people(MyStuff.java:183) at play.mvc.ActionInvoker.invokeWithContinuation(ActionInvoker.java:548) at play.mvc.ActionInvoker.invoke(ActionInvoker.java:502) at play.mvc.ActionInvoker.invokeControllerMethod(ActionInvoker.java:478) at play.mvc.ActionInvoker.invokeControllerMethod(ActionInvoker.java:473) at play.mvc.ActionInvoker.invoke(ActionInvoker.java:161) at Invocation.HTTP Request(Play!) Caused by: java.lang.NullPointerException at play.modules.mustache.MustacheTags._template(MustacheTags.java:32) at play.modules.mustache.MustacheTags$_template.call(Unknown Source) at /app/views/User/people.html.(line:22) at play.templates.GroovyTemplate.internalRender(GroovyTemplate.java:232) ... 13 more

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  • Why does the JSF action tag handler in JSP invoke rendering immediately after creation?

    - by Pentius
    Dear fellows, I read the article "Improving JSF by Dumping JSP" from Hans Bergsten. There I read the following: The JSP container processes the page and invokes the JSF action tag handlers as they are encountered. A JSF tag handler looks for the JSF component it represents in the component tree. If it can't find the component, it creates it and adds it to the component tree. It then asks the component to render itself. and furthermore On the first request, the action creates its component and asks it to render itself. I understand that the immediate rendering after the creation of the component is the problem here (The reference to the input component can't be resolved in the example). That's one point, why JSF doesn't fit with JSP. But it reads as if the action tag handler itself would ask the component to render. Or is it JSP that triggers the rendering directly after the action tag handler created the component. If it is the action tag handler, I don't understand, why this is the fault of JSP. What is different here than from JSF intended? Thanks for your help, I need this for my thesis.

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  • C++ design related question

    - by Kotti
    Hi! Here is the question's plot: suppose I have some abstract classes for objects, let's call it Object. It's definition would include 2D position and dimensions. Let it also have some virtual void Render(Backend& backend) const = 0 method used for rendering. Now I specialize my inheritance tree and add Rectangle and Ellipse class. Guess they won't have their own properties, but they will have their own virtual void Render method. Let's say I implemented these methods, so that Render for Rectangle actually draws some rectangle, and the same for ellipse. Now, I add some object called Plane, which is defined as class Plane : public Rectangle and has a private member of std::vector<Object*> plane_objects; Right after that I add a method to add some object to my plane. And here comes the question. If I design this method as void AddObject(Object& object) I would face trouble like I won't be able to call virtual functions, because I would have to do something like plane_objects.push_back(new Object(object)); and this should be push_back(new Rectangle(object)) for rectangles and new Circle(...) for circles. If I implement this method as void AddObject(Object* object), it looks good, but then somewhere else this means making call like plane.AddObject(new Rectangle(params)); and this is generally a mess because then it's not clear which part of my program should free the allocated memory. ["when destroying the plane? why? are we sure that calls to AddObject were only done as AddObject(new something).] I guess the problems caused by using the second approach could be solved using smart pointers, but I am sure there have to be something better. Any ideas?

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  • writing a meta refresh method for rails

    - by aaronstacy
    I want a method in app/controllers/application.rb that can prepend/append text to whatever template gets rendered. Of course I can't call render twice w/o getting a double render error, so is this possible? I want to redirect after a delay using a meta refresh. Here's what I've got: app/controllers/application_controller.rb: def redirect_after_delay (url, delay) @redirect_delay = delay @redirect_url = url render end app/views/layouts/application.html.erb <!DOCTYPE html> <html lang="en"> <head> <%= yield :refresh_tag %> </head> <body> <%= yield %> </body> </html> So then if I want to add a redirect-after-delay, I add the following to 1) my controller and 2) the action's view: app/controllers/my_controller.rb def my_action redirect_after_delay 'http://www.google.com', 3 if some_condition end app/views/my_controller/my_action.html.erb <% content_for :refresh_tag do %> <meta http-equiv='refresh' content='<%=@redirect_delay%>;url=<%=@redirect_url%>'> <% end %> <h1>Please wait while you are redirected...</h1> Since the content_for block never changes, is it possible to do this in some generic way so that I don't have to put <%= yield :refresh_tag %> in each template? (e.g. could redirect_after_delay add it into whatever template is going to be rendered?)

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  • How can I design a custom control in Javascript (possibly using jQuery)

    - by Mathieu Pagé
    I'd like to create a custom control in javascript. The goal is to create a building block that has methods, properties and events and render into a div. An example of one such control would be a calendar. It would render into a div, it would have properties that would define how it's displayed and what date is selected or highlighted, it would have methods to change the current month or to select some date and it would raise events when a day is clicked or the current month is changed by a user input. I can think of lots of way to implement this and I'm not sure what is the best way. I seem to remember that it's a bad thing to augment a DOM elements with properties and method, so I ruled that out. A jQuery plugin seems like a good idea, however I'm not sure if it's appropriate to create a plugin for each and every method my control would have so I could then use it like : $('#control').method1(); $('#control').method2(); And if I do use jQuery, where do I store the private data of my control? Another idea I got was to create a new kind of object that would have a reference to a div in which it could render it's elements. So what is the prefered way to do this. If I can I would like to do this as a jQuery plugin, but I'd need guidlines on how to create methods and where to store private data. I've loked at Plugins/Authoring on jQuery website and it did not helped that much in this regard.

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  • How can accomplish an if else statement from the underscore template to mustache

    - by user2942566
    I have an underscore template and I have to use Mustache to render it. Below is my underscore template: <div id="sub-account"> <p>something</p> <table> <tr><td>Name</td> </tr> <tbody> <% _.each(accountList, function(account) { %> <tr> <td><%= account.get('name') %></td> </tr> <% }) %> </tbody> </table> </div> Im using a mustache as my main view to render a list. I also added _.templateSettings = { evaluate : /\{\[([\s\S]+?)\]\}/g, interpolate : /\{\{([\s\S]+?)\}\}/g, escape : /<%-([\s\S]+?)%>/g, }; to my undersocre.js settings. How can i loop through the code to render as a mustache template. Any ideas???

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  • confusion using rjs for a link_to_remote

    - by odpogn
    My application layout contains a navigation div, and a content div constructed as a partial. I want to use ajax so that whenever a person clicks on a link in the navigation div, the contents of that page renders in the content div without a refresh. I'm confused on how to properly do this... any help for a rails noob??? thanks in advance~ application.html.erb <body> <div id="container"> <%= render 'layouts/header' %> <%= render 'layouts/content'%> <%= render 'layouts/footer' %> </div> </body> _header.html.erb <%= link_to_remote "Home", :url => { :controller => "pages", :action => "home" } %> _content.html.erb <div id="content"> <%= yield %> </div> pages_controller.rb def home @title = "Home" respond_to do |format| format.js end end home.rjs page.replace_html :container, :partial => 'layouts/content'

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  • In Rails, how would I include a section of a page only if the rest of the page doesn't match a certain regexp?

    - by Simon
    We have a site with a lot of user-generated content, and we'd like to show Google ads on it. Some of the content is such that we mustn't show the ads on pages containing that content, or else the whole site gets banned. We've come up with a regexp which we think will match all the offending content. So, three approaches come to mind: Render the page once without the ad section, and then insert the ad section into it if it's clean Render the page as normal, and do the insertion in client-side javascript Render the page above the ad section, capturing only the parts of the page that change; make sure there are no changing parts afterwards. Only show the ads if the captured text is clean, and make sure the unchanging, uncaptured parts are well-vetted in advance. The first one seems like it might delay the page rendering for too long; the second seems like it might delay showing the ads too long; and the third seems too fragile. Is there a better approach? If not, which one is the best solution of the three?

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  • Ruby on Rails AJAX call affects only the first element in collection

    - by pruett
    I'm iterating over a collection of elements and trying to get AJAX to work properly on a specific element within the collection. I'm nesting a few partials in order to iterate over these items and use a js.erb call like this: $('#favorite_form').html("<%=j render partial: 'shared/unfavorite', locals: { mission: @mission } %>"); This only seems to change the 1st item in the collection even though I could be clicking the 5th item down the list, for example. Question: How can I specify (via .js and AJAX) which element to update? Is this jQuery call not specific enough to the individual element? The code works in regular HTTP requests, so I'm wondering if there is a way to specify the individual element, but I thought that's what partials did :/ Example View ( _favorites.html.erb ) <div id="favorite_form"> <% if you_favorited_this?(current_user, mission) %> <%= render partial: 'shared/unfavorite', locals: { mission: mission } %> <% else %> <%= render partial: 'shared/favorite', locals: { mission: mission } %> <% end %> </div>

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  • How can I use CssResources in UiBinder a generated Cell?

    - by confile
    I want to generate a Cell for a CellWidget with the UiBinder (UiRenderer). What I did to generate the cell is in MyCell.java: public class MyCell implements AbstractCell<MyDto> { public interface Resources extends ClientBundle { @Source({Css.DEFAULT_CSS }) Css css(); } public interface Css extends CssResource { String DEFAULT_CSS = "test/MyStyle.css"; String test(); } interface MyUiRenderer extends UiRenderer { void render(SafeHtmlBuilder sb, String name, SafeStyles styles); } private static MyUiRenderer renderer = GWT.create(MyUiRenderer.class); Resources resources = GWT.create(Resources.class); @Override public void render(SafeHtmlBuilder safeHtmlBuilder, MyDto model) { SafeStyles style = SafeStylesUtils.fromTrustedString(resources.css().test().toString()); renderer.render(safeHtmlBuilder, model.getName(), style); } } My MyCell.ui.xml file looks like this: <!DOCTYPE ui:UiBinder SYSTEM "http://dl.google.com/gwt/DTD/xhtml.ent"> <ui:UiBinder xmlns:ui='urn:ui:com.google.gwt.uibinder'> <ui:with field="name" type="java.lang.String" /> <ui:with field='styles' type='com.google.gwt.safecss.shared.SafeStyles'/> <div style="{styles}"><ui:text from="{name}" /></div> </ui:UiBinder> MyStyle.css: .test { background-color: red; font-size: 20px; display: flex; ... } When I run my code I get the following error: [DEBUG] [mobile] - Rebinding test.client.app.MyCell.MyUiRenderer [DEBUG] [mobile] - Invoking generator com.google.gwt.uibinder.rebind.UiBinderGenerator [ERROR] [mobile] - java.lang.String required, but {styles} returns com.google.gwt.safecss.shared.SafeStyles: <div style='{styles}'> (:9) [ERROR] [mobile] - Deferred binding failed for 'test.client.app.MyCell.MyUiRenderer'; expect subsequent failures [ERROR] [mobile] - (GWT.java:72) 2014-06-08 17:15:05,214 [FATAL] Uncaught Exception: Then I tried to this: in my UiBinder but it does not work. How can I use css style from a CssResource in my UiRenderer?

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  • Ruby on Rails How do I access variables of a model inside itself like in this example?

    - by banditKing
    I have a Model like so: # == Schema Information # # Table name: s3_files # # id :integer not null, primary key # owner :string(255) # notes :text # created_at :datetime not null # updated_at :datetime not null # last_accessed_by_user :string(255) # last_accessed_time_stamp :datetime # upload_file_name :string(255) # upload_content_type :string(255) # upload_file_size :integer # upload_updated_at :datetime # class S3File < ActiveRecord::Base #PaperClip methods attr_accessible :upload attr_accessor :owner Paperclip.interpolates :prefix do |attachment, style| I WOULD LIKE TO ACCESS VARIABLE= owner HERE- HOW TO DO THAT? end has_attached_file( :upload, :path => ":prefix/:basename.:extension", :storage => :s3, :s3_credentials => {:access_key_id => "ZXXX", :secret_access_key => "XXX"}, :bucket => "XXX" ) #Used to connect to users through the join table has_many :user_resource_relationships has_many :users, :through => :user_resource_relationships end Im setting this variable in the controller like so: # POST /s3_files # POST /s3_files.json def create @s3_file = S3File.new(params[:s3_file]) @s3_file.owner = current_user.email respond_to do |format| if @s3_file.save format.html { redirect_to @s3_file, notice: 'S3 file was successfully created.' } format.json { render json: @s3_file, status: :created, location: @s3_file } else format.html { render action: "new" } format.json { render json: @s3_file.errors, status: :unprocessable_entity } end end end Thanks, any help would be appreciated.

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  • View Source and Chrome Developer Tools showing different output

    - by patricksweeney
    I have a page located here. Viewing it in Chrome and Firefox show a really small h1 title, and also it changes color as if it is a link. The template that generates everything looks exactly how it should be. When diagnosing the issue, the relevant section of code looks like this when I go to view source: <div class="page-heading"> <h1>Title Here</h1> </div> However, when I go to view it in Chrome's Developer tools, it is throwing in extraneous malformed anchor tags, which is obviously causing the hovering behavior. This is what it looks like to the dev tools: <div class="page-heading"> <h1> <a style="font-family: arial; font-size: 9px" <="" a="">Title Here</a> </h1> </div> In addition, when viewing a local copy of the site, the output shown in the dev tools is the same as viewing the source and they both render correctly locally. Oddly enough, all version of IE render it correctly. The current version of both Chrome and Firefox both render it weirdly. Initially I thought it may be a user agent stylesheet problem, but if anything the CSS is fine, it's the HTML that is malformed.

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  • Refactoring Rspec specs

    - by Steve Weet
    I am trying to cleanup my specs as they are becoming extremely repetitive. I have the following spec describe "Countries API" do it "should render a country list" do co1 = Factory(:country) co2 = Factory(:country) result = invoke :GetCountryList, "empty_auth" result.should be_an_instance_of(Api::GetCountryListReply) result.status.should be_an_instance_of(Api::SoapStatus) result.status.code.should eql 0 result.status.errors.should be_an_instance_of Array result.status.errors.length.should eql 0 result.country_list.should be_an_instance_of Array result.country_list.first.should be_an_instance_of(Api::Country) result.country_list.should have(2).items end it_should_behave_like "All Web Services" it "should render a non-zero status for an invalid request" end The block of code that checks the status will appear in all of my specs for 50-60 APIs. My first thought was to move that to a method and that refactoring certainly makes things much drier as follows :- def status_should_be_valid(status) status.should be_an_instance_of(Api::SoapStatus) status.code.should eql 0 status.errors.should be_an_instance_of Array status.errors.length.should eql 0 end describe "Countries API" do it "should render a country list" do co1 = Factory(:country) co2 = Factory(:country) result = invoke :GetCountryList, "empty_auth" result.should be_an_instance_of(Api::GetCountryListReply) status_should_be_valid(result.status) result.country_list.should be_an_instance_of Array result.country_list.first.should be_an_instance_of(Api::Country) result.country_list.should have(2).items end end This works however I can not help feeling that this is not the "right" way to do it and I should be using shared specs, however looking at the method for defining shared specs I can not easily see how I would refactor this example to use a shared spec. How would I do this with shared specs and without having to re-run the relatively costly block at the beginning namely co1 = Factory(:country) co2 = Factory(:country) result = invoke :GetCountryList, "empty_auth"

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  • Writing JavaScript from a Custom Control

    - by coffeeaddict
    I'm new to writing custom controls. I have MyCustomControl.cs and in my Render method I want to render out about 50 lines of JavaScript. What's the best way to do this, use the writer? protected override void Render(HtmlTextWriter writer) { writer.write(@"<script type....rest of opening tag here"); writer.Write(@" function decode(s) { return s.replace(/&amp;/g, ""&"") .replace(/&quot;/g, '""') .replace(/&#039;/g, ""'"") .replace(/&lt;/g, ""<"") .replace(/&gt;/g, "">""); };" ); I plan on having around 6 more writer.Write to write out some more sections here. Is that the best approach to actually perform the writing of JavaScript in this manor? or should I use ClientScript.RegisterClientScriptBlock? So what's the best practice or common way people are writing javascript from a custom control? (I'm not talking about a user control here!!, custom control/Class!) I also want to keep any indentation for readability once it's spit out/rendered on the client when viewing source.

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  • How can I dynamically call the named route in a :partial in rails?

    - by Angela
    I have the following partial. It can be called from three different times in a view as follows: <%= render :partial => "contact_event", :collection => @contacts, :locals => {:event => email} %> Second time: <%= render :partial => "contact_event", :collection => @contacts, :locals => {:event => call} %> Third time: <%= render :partial => "contact_event", :collection => @contacts, :locals => {:event => letter} %> In each instance, call, email, letter refer to a specific instance of a Model Call, Email, or Letter. Here is what I tried to do and conceptually what I'd like to do: assign the route based on the class name that has been passed to the :event from the :partial. What I did was create what the actual url should be. The 'text' of it is correct, but doesn't seem to recognize it as a named route. <% url = "skip_contact_#{event.class.name.tableize.singularize}_url" % <%= link_to_remote "Skip #{url} Remote", :url = skip_contact_email_url(contact_event, event), :update = "update-area-#{contact_event.id}-#{event.id}" % ' My challenge: skip_contact_email_url only works when the event refers to an email. How can I dynamically define skip_contact_email_url to be skip_contact_letter_url if the local variable is letter? Even better, how can I have a single named route that would do the appropriate action?

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  • How can I dynamically define the named route in a :partial in rails?

    - by Angela
    I have the following partial. It can be called from three different times in a view as follows: <%= render :partial => "contact_event", :collection => @contacts, :locals => {:event => email} %> Second time: <%= render :partial => "contact_event", :collection => @contacts, :locals => {:event => call} %> Third time: <%= render :partial => "contact_event", :collection => @contacts, :locals => {:event => letter} %> In each instance, call, email, letter refer to a specific instance of a Model Call, Email, or Letter. Here is the content of the partial "contact_event": <%= link_to_remote "Skip #{event} Remote", :url => skip_contact_email_url(contact_event, event), :update => "update-area-#{contact_event.id}-#{event.id}" %> <span id='update-area-<%="#{contact_event.id}-#{event.id}"%>'> </span> </p> My challenge: skip_contact_email_url only works when the event refers to an email. How can I dynamically define skip_contact_email_url to be skip_contact_letter_url if the local variable is letter? Even better, how can I have a single named route that would do the appropriate action?

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  • What is Rails way to DRY up the controller pattern of verifying :id is for a valid object (else redirect to error page)

    - by jpwynn
    One of my controllers has close to 100 methods (eg routes) and nearly every one starts out the same code to redirect to an error page if the id param is invalid, followed by a similar check if the user that id doesn't belong in the user's account: def something @foo = Foo.find_by_guid(params[:id]) unless @foo @msg ||= { :title => 'No such page!', :desc => "There is no such page!" } render :action => "error" and return end unless @foo.owner_id == current_user.id @msg ||= { :title => 'Really?', :desc => "There is no such page." } render :action => "error" and return end What is the best way to DRY up that sort of page id and owner id validation, given the code is doing a render ... and return? What I don't want to do at this point is offload it to a blackbox roles and permissions library like CanCan... my goal is simply to have the in-app code to handle this be as clean as possible.

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  • what is the wrong with this spec and controller code?

    - by user1609468
    I'm trying to test an existing rails project with rspec. And I want to test a controller but getting an error which I can't solve :S Here is the my spec code ; require 'spec_helper' describe BriefNotesController do before(:all) do @customer=Factory(:customer) @project=Factory(:project_started, :owner => @customer) end context 'get :new' do it 'should redirect to login page for not signed in users' do get :new, :project_id => @project.id response.should redirect_to("/kullanici-girisi") end it 'should be success and render new brief note page for project owner' do sign_in @customer get :new, :project_id => @project.id response.should be_success end end end Here is the my controller code ; class BriefNotesController < ApplicationController before_filter :authenticate_user! before_filter :find_project def new @brief_note = @project.brief_notes.new end def create @brief_note = @project.brief_notes.build(params[:brief_note]) if @brief_note.save redirect_to brief_project_path(@project) else render :action => :new end end private def find_project @project = current_user.projects.find_by_cached_slug([params[:project_id]]) end end I think current_user.projects.find_by_cached_slug method don't work. So this is the error; Failures: 1) BriefNotesController get :new should be success and render new brief note page for project owner Failure/Error: get :new, :project_id => @project.id NoMethodError: undefined method `brief_notes' for nil:NilClass # ./app/controllers/brief_notes_controller.rb:6:in `new' # ./spec/controllers/brief_notes_controller_spec.rb:19:in `block (3 levels) in <top (required)>'

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  • Create rails record from two ids

    - by Michael Luby
    The functionality I'm trying to build allows Users to Visit a Restaurant. I have Users, Locations, and Restaurants models. Locations have many Restaurants. I've created a Visits model with user_id and restaurant_id attributes, and a visits_controller with create and destroy methods. Thing is, I can't create an actual Visit record. Any thoughts on how I can accomplish this? Or am I going about it the wrong way. Here's the code: Model: class Visit < ActiveRecord::Base attr_accessible :restaurant_id, :user_id belongs_to :user belongs_to :restaurant end View: <% @restaurants.each do |restaurant| %> <%= link_to 'Visit', location_restaurant_visits_path(current_user.id, restaurant.id), method: :create %> <% @visit = Visit.find_by_user_id_and_restaurant_id(current_user.id, restaurant.id) %> <%= @visit != nil ? "true" : "false" %> <% end %> Controller: class VisitsController < ApplicationController before_filter :find_restaurant before_filter :find_user def create @visit = Visit.create(params[:user_id => @user.id, :restaurant_id => @restaurant.id]) respond_to do |format| if @visit.save format.html { redirect_to location_restaurants_path(@location), notice: 'Visit created.' } format.json { render json: @visit, status: :created, location: @visit } else format.html { render action: "new" } format.json { render json: @visit.errors, status: :unprocessable_entity } end end end def destroy @visit = Visit.find(params[:user_id => @user.id, :restaurant_id => @restaurant.id]) @restaurant.destroy respond_to do |format| format.html { redirect_to location_restaurants_path(@restaurant.location_id), notice: 'Unvisited.' } format.json { head :no_content } end end private def find_restaurant @restaurant = Restaurant.find(params[:restaurant_id]) end def find_user @user = current_user end end

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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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