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  • Use CSS Selectors with HtmlUnit

    - by kerry
    HtmlUnit is a great library for performing web integration tests in Java.  But sometimes node traversal can be somewhat cumbersome. Fear not fellow automated tester (good for you!).  I found a great little project on Github that will allow you to query your document for elements via css selectors similar to jQuery. The project is located at https://github.com/chrsan/css-selectors.  You can use Maven to build it, or download 1.0.2 here.  Beware.  I will not be updating this link so I suggest you download the latest code. In any case, you can use it like so: // from HtmlUnit getting started final WebClient webClient = new WebClient(); final HtmlPage page = webClient.getPage("http://htmlunit.sourceforge.net"); final DOMNodeSelector cssSelector = new DOMNodeSelector(page.getDocumentElement()); final Set elements = cssSelector.querySelectorAll("div.section h2"); final Node first = elements.iterator().next(); assertThat(first.getTextContent(), equalTo("HtmlUnit")); The only problem here is that the querySelectAll returns a Set<Node>.  Not HtmlElement like we may want in some cases.   However, if you were to reflect on the Set, you would find that it is indeed a Set of HtmlElement objects. Typically, I like to create a base class for my web tests.  Just for fun, I am using the $ method similar to jQuery. public class WebTestBase { protected WebClient webClient; protected HtmlPage htmlPage; protected void goTo(final String url){ return (HtmlPage)webClient.getPage(url); } protected List $(final String cssSelector) { final DOMNodeSelector cssSelector = new DOMNodeSelector(htmlPage.getDocumentElement()); final Set nodes = cssSelector.querySelectorAll("div.section h2"); // for some reason Set cannot be cast to Set? final List elements = new ArrayList(nodes.size()); for (final Node node : nodes) { elements.add((HtmlElement)node); } return elements; } } Now we can write tests like this: public class LoginWebTest extends WebTestBase { @Test public void login_page_has_instructions() throws Exception { goTo(baseUrl + "/login") assertThat( $("p.instructions").size(), equalTo(1) ); } }

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  • Finding Z given X & Y coordinates on terrain?

    - by mrky
    I need to know what the most efficient way of finding Z given X & Y coordinates on terrain. My terrain is set up as a grid, each grid block consisting of two triangles, which may be flipped in any direction. I want to move game objects smoothly along the floor of the terrain without "stepping." I'm currently using the following method with unexpected results: double mapClass::getZ(double x, double y) { int vertexIndex = ((floor(y))*width*2)+((floor(x))*2); vec3ray ray = {glm::vec3(x, y, 2), glm::vec3(x, y, 0)}; vec3triangle tri1 = { glmFrom(vertices[vertexIndex].v1), glmFrom(vertices[vertexIndex].v2), glmFrom(vertices[vertexIndex].v3) }; vec3triangle tri2 = { glmFrom(vertices[vertexIndex+1].v1), glmFrom(vertices[vertexIndex+1].v2), glmFrom(vertices[vertexIndex+1].v3) }; glm::vec3 intersect; if (!intersectRayTriangle(tri1, ray, intersect)) { intersectRayTriangle(tri2, ray, intersect); } return intersect.z; } intersectRayTriangle() and glmFrom() are as follows: bool intersectRayTriangle(vec3triangle tri, vec3ray ray, glm::vec3 &worldIntersect) { glm::vec3 barycentricIntersect; if (glm::intersectLineTriangle(ray.origin, ray.direction, tri.p0, tri.p1, tri.p2, barycentricIntersect)) { // Convert barycentric to world coordinates double u, v, w; u = barycentricIntersect.x; v = barycentricIntersect.y; w = 1 - (u+v); worldIntersect.x = (u * tri.p0.x + v * tri.p1.x + w * tri.p2.x); worldIntersect.y = (u * tri.p0.y + v * tri.p1.y + w * tri.p2.y); worldIntersect.z = (u * tri.p0.z + v * tri.p1.z + w * tri.p2.z); return true; } else { return false; } } glm::vec3 glmFrom(s_point3f point) { return glm::vec3(point.x, point.y, point.z); } My convenience structures are defined as: struct s_point3f { GLfloat x, y, z; }; struct s_triangle3f { s_point3f v1, v2, v3; }; struct vec3ray { glm::vec3 origin, direction; }; struct vec3triangle { glm::vec3 p0, p1, p2; }; vertices is defined as: std::vector<s_triangle3f> vertices; Basically, I'm trying to get the intersect of a ray (which is positioned at the x, and y coordinates specified facing pointing downwards toward the terrain) and one of the two triangles on the grid. getZ() rarely returns anything but 0. Other times, the numbers it generates seem to be completely off. Am I taking the wrong approach? Can anyone see a problem with my code? Any help or critique is appreciated!

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  • Game Review: God of Light

    Luckily I came across this title at a very early stage. If I remember correctly, I took notice of God of Light on Twitter right on the weekend it has been published on the Play Store. "Sit back and become immersed into the world of God of Light, the game that rethinks the physics puzzle genre with its unique environment exploration gameplay, amazing graphics and exclusive soundtrack created by electronic music icon UNKLE. Join cute game mascot, Shiny, on his way to saving the universe from the impending darkness. Play through a variety of exciting game worlds and dozens of levels with mind-blowing puzzles. Your goal is to explore game levels, seek for game objects that reflect, split, combine, paint, bend and teleport rays of light energy to activate the Sources of Life and bring light back to the universe." Mastering the various reflection items in God of Light is very easy to learn and new elements are introduced during the game. Amazing puzzle game Here's the initial review I posted on the Play Store: "Great change in puzzles Fantastic and refreshing concept of puzzle solving. The effects and the music match very well, putting the player in the right mood to game. Get enlightened and grow your skills until you are a true God of Light." And it remains true, even after completing the first realm completely. Similar to Quell it took me only a couple of hours during the evening to complete all levels in the available three realms, unfortunately. God of Light currently consists of 75 levels, well it's 25 in each realm to be precise, and the challenges are increasing. Compared to the iOS version from the AppStore, God of Light is available for free on Android - at least the first realm (25 levels). Unlocking the other two remaining realms is done through an in-app purchase. The visual appearance, the sound effects and the background music provided by UNKLE makes God of Light a superb package for any puzzle gamer. Whether it is simply reflecting light over multiple mirrors, or later on bending the rays of light with black holes, or using prisms to either split, enforce, or colourise your beam, God of Light is great fun and offers a good amount of joy. Check out the following screenshots for some impressions. God of Light: Astonishing graphics and visual appeal throughout the game God of Light - Introduction to the game during the first levels. New light items are introduced at each stage during the game play God of Light: Increasing complexity and puzzle fun Hopefully, Playmous is going to provide more astonishing looking realms and interesting gimmicks in future versions. Play Store: God of Light Also, check out the latest game updates on the official web site of Playmous

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  • Retrieving Custom Attributes Using Reflection

    - by Scott Dorman
    The .NET Framework allows you to easily add metadata to your classes by using attributes. These attributes can be ones that the .NET Framework already provides, of which there are over 300, or you can create your own. Using reflection, the ways to retrieve the custom attributes of a type are: System.Reflection.MemberInfo public abstract object[] GetCustomAttributes(bool inherit); public abstract object[] GetCustomAttributes(Type attributeType, bool inherit); public abstract bool IsDefined(Type attributeType, bool inherit); System.Attribute public static Attribute[] GetCustomAttributes(MemberInfo member, bool inherit); public static bool IsDefined(MemberInfo element, Type attributeType, bool inherit); If you take the following simple class hierarchy: public abstract class BaseClass { private bool result;   [DefaultValue(false)] public virtual bool SimpleProperty { get { return this.result; } set { this.result = value; } } }   public class DerivedClass : BaseClass { public override bool SimpleProperty { get { return true; } set { base.SimpleProperty = value; } } } Given a PropertyInfo object (which is derived from MemberInfo, and represents a propery in reflection), you might expect that these methods would return the same result. Unfortunately, that isn’t the case. The MemberInfo methods strictly reflect the metadata definitions, ignoring the inherit parameter and not searching the inheritance chain when used with a PropertyInfo, EventInfo, or ParameterInfo object. It also returns all custom attribute instances, including those that don’t inherit from System.Attribute. The Attribute methods are closer to the implied behavior of the language (and probably closer to what you would naturally expect). They do respect the inherit parameter for PropertyInfo, EventInfo, and ParameterInfo objects and search the implied inheritance chain defined by the associated methods (in this case, the property accessors). These methods also only return custom attributes that inherit from System.Attribute. This is a fairly subtle difference that can produce very unexpected results if you aren’t careful. For example, to retrieve the custom  attributes defined on SimpleProperty, you could use code similar to this: PropertyInfo info = typeof(DerivedClass).GetProperty("SimpleProperty"); var attributeList1 = info.GetCustomAttributes(typeof(DefaultValueAttribute), true)); var attributeList2 = Attribute.GetCustomAttributes(info, typeof(DefaultValueAttribute), true));   The attributeList1 array will be empty while the attributeList2 array will contain the attribute instance, as expected. Technorati Tags: Reflection,Custom Attributes,PropertyInfo

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  • Book review: Peopleware: Productive Projects and Teams

    - by DigiMortal
       Peopleware by Tom DeMarco and Timothy Lister is golden classic book that can be considered as mandatory reading for software project managers, team leads, higher level management and board members of software companies. If you make decisions about people then you cannot miss this book. If you are already good on managing developers then this book can make you even better – you will learn new stuff about successful development teams for sure. Why peopleware? Peopleware gives you very good hints about how to build up working environment for project teams where people can really do their work. Book also covers team building topics that are also important reading. As software developer I found practically all points in this book to be accurate and valid. Many times I have found my self thinking about same things and Peopleware made me more confident about my opinions. Peopleware covers also time management and planning topics that help you do way better job on using developers time effectively by minimizing the amount of interruptions by phone calls, pointless meetings and i-want-to-know-what-are-you-doing-right-now questions by managers who doesn’t write code anyway. I think if you follow suggestions given by Peopleware your developers are very happy. I suggest you to also read another great book – Death March by Edward Yourdon. Death March describes you effectively what happens when good advices given by Peopleware are totally ignored or worse yet – people are treated exactly opposite way. I consider also Death March as golden classics and I strongly recommend you to read this book too. Table of Contents Acknowledgments Preface to the Second Edition Preface to the First Edition Part 1: Managing the Human Resource Chapter 1: Somewhere Today, a Project Is Failing Chapter 2: Make a Cheeseburger, Sell a Cheeseburger Chapter 3: Vienna Waits for You Chapter 4: Quality-If Time Permits Chapter 5: Parkinson's Law Revisited Chapter 6: Laetrile Part II: The Office Environment Chapter 7: The Furniture Police Chapter 8: "You Never Get Anything Done Around Here Between 9 and 5" Chapter 9: Saving Money on Space Intermezzo: Productivity Measurement and Unidentified Flying Objects Chapter 10: Brain Time Versus Body Time Chapter 11: The Telephone Chapter 12: Bring Back the Door Chapter 13: Taking Umbrella Steps Part III: The Right People Chapter 14: The Hornblower Factor Chapter 15: Hiring a Juggler Chapter 16: Happy to Be Here Chapter 17: The Self-Healing System Part IV: Growing Productive Teams Chapter 18: The Whole Is Greater Than the Sum of the Parts Chapter 19: The Black Team Chapter 20: Teamicide Chapter 21: A Spaghetti Dinner Chapter 22: Open Kimono Chapter 23: Chemistry for Team Formation Part V: It't Supposed to Be Fun to Work Here Chapter 24: Chaos and Order Chapter 25: Free Electrons Chapter 26: Holgar Dansk Part VI: Son of Peopleware Chapter 27: Teamicide, Revisited Chapter 28: Competition Chapter 29: Process Improvement Programs Chapter 30: Making Change Possible Chapter 31: Human Capital Chapter 32:Organizational Learning Chapter 33: The Ultimate Management Sin Is Chapter 34: The Making of Community Notes Bibliography Index About the Authors

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  • SQL SERVER – Template Browser – A Very Important and Useful Feature of SSMS

    - by pinaldave
    Let me start today’s blog post with a direction question. How many of you have ever used Template Browser? Template Browser is a very important and useful feature of SQL Server Management Studio (SSMS). Every time when I am talking about SQL Server there is always someone comes up with the question, why there is no step by step procedure included in SSMS for features. Honestly every time I get this question, the question I ask back is How many of you have ever used Template Browser? I think the answer to this question is most of the time either no or we have not heard of the feature. One of the people asked me back – have you ever written about it on your blog? I have not yet written about it. Basically there is nothing much to write about it. It is pretty straight forward feature, like any other feature and it is indeed difficult to elaborate. However, I will try to give a quick introduction to this feature. Templates are like a quick cheat sheet or quick reference. Templates are available to create objects like databases, tables, views, indexes, stored procedures, triggers, statistics, and functions. Templates are also available for Analysis Services as well. The template scripts contain parameters to help you customize the code. You can Replace Template Parameters dialog box to insert values into the script. Additionally users can create new custom templates as well with folder structure. To open a template from Template Explorer Go to View menu >> Template Explorer or type CTRL+ALT+L. You will find a list of categories click on any category and expand the folder structure. For our sample example let us expand Index Folder. In this folder you will notice the various T-SQL Scripts. These scripts can be opened by double click or can be dragged to editor area and modified as needed. Sample template is now available in the query editor area with all the necessary parameter place folder. You can replace the same parameter by typing either CTRL+SHIFT+M or by going to Query Menu >> Specify Values for Template Parameters. In this screen it will show  Specify Values for Template Parameters dialog box, accept the value or replace it with a new value. This will now get your script ready to go. Check it one more time and change the script to fit your requirement. I personally use template explorer for two things. First one is obviously for templates but the hidden one and an important one is for learning new features and T-SQL commands. There is so much to learn and so little time. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, T SQL, Technology

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  • Using INotifyPropertyChanged in background threads

    - by digitaldias
    Following up on a previous blog post where I exemplify databinding to objects, a reader was having some trouble with getting the UI to update. Here’s the rough UI: The idea is, when pressing Start, a background worker process starts ticking at the specified interval, then proceeds to increment the databound Elapsed value. The problem is that event propagation is limeted to current thread, meaning, you fire an event in one thread, then other threads of the same application will not catch it. The Code behind So, somewhere in my ViewModel, I have a corresponding bethod Start that initiates a background worker, for example: public void Start( ) { BackgroundWorker backgroundWorker = new BackgroundWorker( ); backgroundWorker.DoWork += IncrementTimerValue; backgroundWorker.RunWorkerAsync( ); } protected void IncrementTimerValue( object sender, DoWorkEventArgs e ) { do { if( this.ElapsedMs == 100 ) this.ElapsedMs = 0; else this.ElapsedMs++; }while( true ); } Assuming that there is a property: public int ElapsedMs { get { return _elapsedMs; } set { if( _elapsedMs == value ) return; _elapsedMs = value; NotifyThatPropertyChanged( "ElapsedMs" ); } } The above code will not work. If you step into this code in debug, you will find that INotifyPropertyChanged is called, but it does so in a different thread, and thus the UI never catches it, and does not update. One solution Knowing that the background thread updates the ElapsedMs member gives me a chance to activate BackgroundWorker class’ progress reporting mechanism to simply alert the main thread that something has happened, and that it is probably a good idea to refresh the ElapsedMs binding. public void Start( ) { BackgroundWorker backgroundWorker = new BackgroundWorker( ); backgroundWorker.DoWork += IncrementTimerValue; // Listen for progress report events backgroundWorker.WorkerReportsProgress = true; // Tell the UI that ElapsedMs needs to update backgroundWorker.RunWorkerCompleted += ( sender, e ) => { NotifyThatPropertyChanged( "ElapsedMs" ) }; backgroundWorker.RunWorkerAsync( ); } protected void IncrementTimerValue( object sender, DoWorkEventArgs e ) { do { if( this.ElapsedMs == 100 ) this.ElapsedMs = 0; else this.ElapsedMs++; // report any progress ( sender as BackgroundWorker ).ReportProgress( 0 ); }while( true ); } What happens above now is that I’ve used the BackgroundWorker cross thread mechanism to alert me of when it is ok for the UI to update it’s ElapsedMs field. Because the property itself is being updated in a different thread, I’m removing the NotifyThatPropertyChanged call from it’s Set method, and moving that responsability to the anonymous method that I created in the Start method. This is one way of solving the issue of having a background thread update your UI. I would be happy to hear of other cross-threading mechanisms for working in a MCP/MVC/MVVM pattern.

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  • Create Outlook Appointments from PowerShell

    - by BuckWoody
    I've been toying around with a script to create a special set of calendar objects in Outlook that show when my SQL Server Agent Jobs are scheduled to run. I haven't finished yet, but I thought I would share the part that creates the Outlook Appointments.I have yet to fill a variable with the start and end times, and then loop through that to create the appointments. I'm thinking I'll make the script below into a function, and feed it those variables in a loop. The script below creates a whole new Calendar Folder in Outlook called "SQL Server Agent Jobs". I also use categories quite a bit, so you'll see that too. Caution: If you plan to play with this script, do it on an isolated workstation, not on your "regular" Outlook calendar. Otherwise, you'll have lots of appointments in there that you don't care about!  # Add a new calendar item to a new Outlook folder called "SQL Server Agent Jobs" $outlook = new-object -com Outlook.Application $calendar = $outlook.Session.folders.Item(1).Folders.Item("SQL Server Agent Jobs") $appt = $calendar.Items.Add(1) # == olAppointmentItem $appt.Start = [datetime]"03/11/2010 11:00" $appt.End = [datetime]"03/11/2009 12:00" $appt.Subject = "JobName" $appt.Location = "ServerName" $appt.Body = "Job Details" $appt.Categories = "SQL server Agent Job" $appt.Save()   Script Disclaimer, for people who need to be told this sort of thing: Never trust any script, including those that you find here, until you understand exactly what it does and how it will act on your systems. Always check the script on a test system or Virtual Machine, not a production system. All scripts on this site are performed by a professional stunt driver on a closed course. Your mileage may vary. Void where prohibited. Offer good for a limited time only. Keep out of reach of small children. Do not operate heavy machinery while using this script. If you experience blurry vision, indigestion or diarrhea during the operation of this script, see a physician immediately.   Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • How to join two collections with LINQ

    - by JustinGreenwood
    Here is a simple and complete example of how to perform joins on two collections with LINQ. I wrote it for a friend to show him, in one simple file, the power of LINQ queries and anonymous objects. In the file below, there are two simple data classes defined: Person and Item. In the beginning of the main method, two collections are created. Note that the Item's OwnerId field reference the PersonId of a Person object. The effect of the LINQ query below is equivalent to a SQL statement looking like this: select Person.PersonName as OwnerName, Item.ItemName as OwnedItem from Person inner join Item on Item.OwnerId = Person.PersonId order by Item.ItemName desc; using System; using System.Collections.Generic; using System.Linq; namespace LinqJoinAnonymousObjects { class Program { class Person { public int PersonId { get; set; } public string PersonName { get; set; } } class Item { public string ItemName { get; set; } public int OwnerId { get; set; } } static void Main(string[] args) { // Create two collections: one of people, and another with their possessions. var people = new List<Person> { new Person { PersonId=1, PersonName="Justin" }, new Person { PersonId=2, PersonName="Arthur" }, new Person { PersonId=3, PersonName="Bob" } }; var items = new List<Item> { new Item { OwnerId=1, ItemName="Armor" }, new Item { OwnerId=1, ItemName="Book" }, new Item { OwnerId=2, ItemName="Chain Mail" }, new Item { OwnerId=2, ItemName="Excalibur" }, new Item { OwnerId=3, ItemName="Bubbles" }, new Item { OwnerId=3, ItemName="Gold" } }; // Create a new, anonymous composite result for person id=2. var compositeResult = from p in people join i in items on p.PersonId equals i.OwnerId where p.PersonId == 2 orderby i.ItemName descending select new { OwnerName = p.PersonName, OwnedItem = i.ItemName }; // The query doesn't evaluate until you iterate through the query or convert it to a list Console.WriteLine("[" + compositeResult.GetType().Name + "]"); // Convert to a list and loop through it. var compositeList = compositeResult.ToList(); Console.WriteLine("[" + compositeList.GetType().Name + "]"); foreach (var o in compositeList) { Console.WriteLine("\t[" + o.GetType().Name + "] " + o.OwnerName + " - " + o.OwnedItem); } Console.ReadKey(); } } } The output of the program is below: [WhereSelectEnumerableIterator`2] [List`1] [<>f__AnonymousType1`2] Arthur - Excalibur [<>f__AnonymousType1`2] Arthur - Chain Mail

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  • New TPerlRegEx Compatible with Delphi XE

    - by Jan Goyvaerts
    The new RegularExpressionsCore unit in Delphi XE is based on the PerlRegEx unit that I wrote many years ago. Since I donated full rights to a copy rather than full rights to the original, I can continue to make my version of TPerlRegEx available to people using older versions of Delphi. I did make a few changes to the code to modernize it a bit prior to donating a copy to Embarcadero. The latest TPerlRegEx includes those changes. This allows you to use the same regex-based code using the RegularExpressionsCore unit in Delphi XE, and the PerlRegEx unit in Delphi 2010 and earlier. If you’re writing new code using regular expressions in Delphi 2010 or earlier, I strongly recomment you use the new version of my PerlRegEx unit. If you later migrate your code to Delphi XE, all you have to do is replace PerlRegEx with RegularExrpessionsCore in the uses clause of your units. If you have code written using an older version of TPerlRegEx that you want to migrate to the latest TPerlRegEx, you’ll need to take a few changes into account. The original TPerlRegEx was developed when Borland’s goal was to have a component for everything on the component palette. So the old TPerlRegEx derives from TComponent, allowing you to put it on the component palette and drop it on a form. The new TPerlRegEx derives from TObject. It can only be instantiated at runtime. If you want to migrate from an older version of TPerlRegEx to the latest TPerlRegEx, start with removing any TPerlRegEx components you may have placed on forms or data modules and instantiate the objects at runtime instead. When instantiating at runtime, you no longer need to pass an owner component to the Create() constructor. Simply remove the parameter. Some of the property and method names in the original TPerlRegEx were a bit unwieldy. These have been renamed in the latest TPerlRegEx. Essentially, in all identifiers SubExpression was replaced with Group and MatchedExpression was replaced with Matched. Here is a complete list of the changed identifiers: Old Identifier New Identifier StoreSubExpression StoreGroups NamedSubExpression NamedGroup MatchedExpression MatchedText MatchedExpressionLength MatchedLength MatchedExpressionOffset MatchedOffset SubExpressionCount GroupCount SubExpressions Groups SubExpressionLengths GroupLengths SubExpressionOffsets GroupOffsets Download TPerlRegEx. Source is included under the MPL 1.1 license.

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  • Finding work as a college student

    - by lightburst
    I'm a 3rd year CS student. I'm currently really, really, bored and tired of cheap school programming(I go to a fairly respectable(albeit not top) university in my country, but, really, it's not MIT) so I've been thinking about getting a part-time dev job for a long while now. I'm not some hotshot programmer or anything, but "Add/Delete XYZ class objects to list" or "Do this web feature/pattern in PHP" does get old after a few semesters. I also only learned(heard?) of programming when I entered college, so the duration of me being in contact with any code is short. I can't really apply as an intern as I have not accumulated the necessary credits yet to do that so I was thinking of selling myself as a part-time dev. I still need to go to school, and don't want to subject myself to living two lives. Plus, I think I'd have better chances considering my lack of things to write on the resume. The only language I know at heart is C (I've written several pointer-oriented stuff on my freshman year, which is apparently pretty leet(for some reason), or so Joel says. That sort of boosted my morale a bit) but I've worked with several other languages only for the sake of course work such as C#/Java/PHP/ASM. My only user-worthy project was a recursive quicksort simulator I wrote for class using GTK+ that used a textbox to output the progress. I also have not taken the compiler theory class yet, or my thesis. All that being said, I wonder if any legitimate software company(big or small) would hire somebody like me considering all that. If there are companies that do accept anybody like me, would I be doing programming or maybe just be a tester or something? Would anybody hire me as a dev at all? I know I don't have much(not even a degree) but what I lack in experience, I compensate with interest? I am less interested in websites and 'management' software(no offense or anything. also, most of the places here ONLY have those), and more into 'process driven'(I'm not sure how to call it) and system software. I have my eyes on a startup that sells basically an extension of Google Drive, but I feel like I'm too 'risky' for them. Oh, I'm also 19 if that means anything. We're not K-12 so kids go to college earlier than in the US.

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  • 2D metaball liquid effect - how to feed output of one rendering pass as input to another shader

    - by Guye Incognito
    I'm attempting to make a shader for unity3d web project. I want to implement something like in the great answer by DMGregory in this question. in order to achieve a final look something like this.. Its metaballs with specular and shading. The steps to make this shader are. 1. Convert the feathered blobs into a heightmap. 2. Generate a normalmap from the heightmap 3. Feed the normal map and height map into a standard unity shader, for instance transparent parallax specular. I pretty much have all the pieces I need assembled but I am new to shaders and need help putting them together I can generate a heightmap from the blobs using some fragment shader code I wrote (I'm just using the red channel here cus i dont know if you can access the brightness) half4 frag (v2f i) : COLOR{ half4 texcol,finalColor; texcol = tex2D (_MainTex, i.uv); finalColor=_MyColor; if(texcol.r<_botmcut) { finalColor.r= 0; } else if((texcol.r>_topcut)) { finalColor.r= 0; } else { float r = _topcut-_botmcut; float xpos = _topcut - texcol.r; finalColor.r= (_botmcut + sqrt((xpos*xpos)-(r*r)))/_constant; } return finalColor; } turns these blobs.. into this heightmap Also I've found some CG code that generates a normal map from a height map. The bit of code that makes the normal map from finite differences is here void surf (Input IN, inout SurfaceOutput o) { o.Albedo = fixed3(0.5); float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); float me = tex2D(_HeightMap,IN.uv_MainTex).x; float n = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y+1.0/_HeightmapDimY)).x; float s = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y-1.0/_HeightmapDimY)).x; float e = tex2D(_HeightMap,float2(IN.uv_MainTex.x-1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float w = tex2D(_HeightMap,float2(IN.uv_MainTex.x+1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float3 norm = normal; float3 temp = norm; //a temporary vector that is not parallel to norm if(norm.x==1) temp.y+=0.5; else temp.x+=0.5; //form a basis with norm being one of the axes: float3 perp1 = normalize(cross(norm,temp)); float3 perp2 = normalize(cross(norm,perp1)); //use the basis to move the normal in its own space by the offset float3 normalOffset = -_HeightmapStrength * ( ( (n-me) - (s-me) ) * perp1 + ( ( e - me ) - ( w - me ) ) * perp2 ); norm += normalOffset; norm = normalize(norm); o.Normal = norm; } Also here is the built-in transparent parallax specular shader for unity. Shader "Transparent/Parallax Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _ParallaxMap ("Heightmap (A)", 2D) = "black" {} } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 600 CGPROGRAM #pragma surface surf BlinnPhong alpha #pragma exclude_renderers flash sampler2D _MainTex; sampler2D _BumpMap; sampler2D _ParallaxMap; fixed4 _Color; half _Shininess; float _Parallax; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float3 viewDir; }; void surf (Input IN, inout SurfaceOutput o) { half h = tex2D (_ParallaxMap, IN.uv_BumpMap).w; float2 offset = ParallaxOffset (h, _Parallax, IN.viewDir); IN.uv_MainTex += offset; IN.uv_BumpMap += offset; fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Transparent/Bumped Specular" }

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  • SQL SERVER – QUOTED_IDENTIFIER ON/OFF Explanation and Example – Question on Real World Usage

    - by Pinal Dave
    This is a follow up blog post of SQL SERVER – QUOTED_IDENTIFIER ON/OFF and ANSI_NULL ON/OFF Explanation. I wrote that blog six years ago and I had plans that I will write a follow up blog post of the same. Today, when I was going over my to-do list and I was surprised that I had an item there which was six years old and I never got to do that. In the earlier blog post I wrote about exploitation of the Quoted Identifier and ANSI Null. In this blog post we will see a quick example of Quoted Identifier. However, before we continue this blog post, let us see a refresh what both of Quoted Identifider do. QUOTED IDENTIFIER ON/OFF This option specifies the setting for use of double quotes. When this is on, double quotation mark is used as part of the SQL Server identifier (object name). This can be useful in situations in which identifiers are also SQL Server reserved words. In simple words when we have QUOTED IDENTIFIER ON, anything which is wrapped in double quotes becomes an object. E.g. -- The following will work SET QUOTED_IDENTIFIER ON GO CREATE DATABASE "Test1" GO -- The following will throw an error about Incorrect syntax near 'Test2'. SET QUOTED_IDENTIFIER OFF GO CREATE DATABASE "Test2" GO This feature is particularly helpful when we are working with reserved keywords in SQL Server. For example if you have to create a database with the name VARCHAR or INT or DATABASE you may want to put double quotes around your database name and turn on quoted identifiers to create a database with the such name. Personally, I do not think so anybody will ever create a database with the reserve keywords intentionally, as it will just lead to confusion. Here is another example to give you further clarity about how Quoted Idenifier setting works with SELECT statement. -- The following will throw an error about Invalid column name 'Column'. SET QUOTED_IDENTIFIER ON GO SELECT "Column" GO -- The following will work SET QUOTED_IDENTIFIER OFF GO SELECT "Column" GO Personally, I always use the following method to create database as it works irrespective of what is the quoted identifier’s status. It always creates objects with my desire name whenever I would like to create. CREATE DATABASE [Test3] I believe the future of the quoted identifier on or off is useful in the real world when we have script generated from another database where this setting was ON and we have to now execute the same script again in our environment again. Question to you - I personally have never used this feature as I mentioned earlier. I believe this feature is there to support the scripts which are generated in another SQL Database or generate the script for other database. Do you have a real world scenario where we need to turn on or off Quoted Identifiers. Click to Download Scripts Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Questions about game states

    - by MrPlow
    I'm trying to make a framework for a game I've wanted to do for quite a while. The first thing that I decided to implement was a state system for game states. When my "original" idea of having a doubly linked list of game states failed I found This blog and liked the idea of a stack based game state manager. However there were a few things I found weird: Instead of RAII two class methods are used to initialize and destroy the state Every game state class is a singleton(and singletons are bad aren't they?) Every GameState object is static So I took the idea and altered a few things and got this: GameState.h class GameState { private: bool m_paused; protected: StateManager& m_manager; public: GameState(StateManager& manager) : m_manager(manager), m_paused(false){} virtual ~GameState() {} virtual void update() = 0; virtual void draw() = 0; virtual void handleEvents() = 0; void pause() { m_paused = true; } void resume() { m_paused = false; } void changeState(std::unique_ptr<GameState> state) { m_manager.changeState(std::move(state)); } }; StateManager.h class GameState; class StateManager { private: std::vector< std::unique_ptr<GameState> > m_gameStates; public: StateManager(); void changeState(std::unique_ptr<GameState> state); void StateManager::pushState(std::unique_ptr<GameState> state); void popState(); void update(); void draw(); void handleEvents(); }; StateManager.cpp StateManager::StateManager() {} void StateManager::changeState( std::unique_ptr<GameState> state ) { if(!m_gameStates.empty()) { m_gameStates.pop_back(); } m_gameStates.push_back( std::move(state) ); } void StateManager::pushState(std::unique_ptr<GameState> state) { if(!m_gameStates.empty()) { m_gameStates.back()->pause(); } m_gameStates.push_back( std::move(state) ); } void StateManager::popState() { if(!m_gameStates.empty()) m_gameStates.pop_back(); } void StateManager::update() { if(!m_gameStates.empty()) m_gameStates.back()->update(); } void StateManager::draw() { if(!m_gameStates.empty()) m_gameStates.back()->draw(); } void StateManager::handleEvents() { if(!m_gameStates.empty()) m_gameStates.back()->handleEvents(); } And it's used like this: main.cpp StateManager states; states.changeState( std::unique_ptr<GameState>(new GameStateIntro(states)) ); while(gamewindow::gameWindow.isOpen()) { states.handleEvents(); states.update(); states.draw(); } Constructors/Destructors are used to create/destroy states instead of specialized class methods, state objects are no longer static but

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  • introducing pointers to a large software project

    - by stefan
    I have a fairly large software project written in c++. In there, there is a class foo which represents a structure (by which i don't mean the programmers struct) in which foo-objects can be part of a foo-object. Here's class foo in simplest form: class Foo { private: std::vector<unsigned int> indices; public: void addFooIndex(unsigned int); unsigned int getFooIndex(unsigned int); }; Every foo-object is currently stored in an object of class bar. class Bar { private: std::vector<Foo> foos; public: void addFoo(Foo); std::vector<Foo> getFoos(); } So if a foo-object should represent a structure with a "inner" foo-object, I currently do Foo foo; Foo innerFoo; foo.addFooIndex(bar.getFoos().size() - 1); bar.addFoo(innerFoo); And to get it, I obviously use: Foo foo; for ( unsigned int i = 0; i < foo.getFooIndices().size(); ++i ) { Foo inner_foo; assert( foo.getFooIndices().at(i) < bar.getFoos().size() ); inner_foo = bar.getFoos().at(foo.getFooIndices().at(i)); } So this is not a problem. It just works. But it's not the most elegant solution. I now want to make the inner foos to be "more connected" with the foo-object. It would be obviously to change class foo to: class Foo { private: std::vector<Foo*> foo_pointers; public: void addFooPointer(Foo*); std::vector<Foo*> getFooPointers(); }; So now, for my question: How to gently change this basic class without messing up the whole code? Is there a "clean way"?

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  • Coordinate based travel through multi-line path over elapsed time

    - by Chris
    I have implemented A* Path finding to decide the course of a sprite through multiple waypoints. I have done this for point A to point B locations but am having trouble with multiple waypoints, because on slower devices when the FPS slows and the sprite travels PAST a waypoint I am lost as to the math to switch directions at the proper place. EDIT: To clarify my path finding code is separate in a game thread, this onUpdate method lives in a sprite like class which happens in the UI thread for sprite updating. To be even more clear the path is only updated when objects block the map, at any given point the current path could change but that should not affect the design of the algorithm if I am not mistaken. I do believe all components involved are well designed and accurate, aside from this piece :- ) Here is the scenario: public void onUpdate(float pSecondsElapsed) { // this could be 4x speed, so on slow devices the travel moved between // frames could be very large. What happens with my original algorithm // is it will start actually doing circles around the next waypoint.. pSecondsElapsed *= SomeSpeedModificationValue; final int spriteCurrentX = this.getX(); final int spriteCurrentY = this.getY(); // getCoords contains a large array of the coordinates to each waypoint. // A waypoint is a destination on the map, defined by tile column/row. The // path finder converts these waypoints to X,Y coords. // // I.E: // Given a set of waypoints of 0,0 to 12,23 to 23, 0 on a 23x23 tile map, each tile // being 32x32 pixels. This would translate in the path finder to this: // -> 0,0 to 12,23 // Coord : x=16 y=16 // Coord : x=16 y=48 // Coord : x=16 y=80 // ... // Coord : x=336 y=688 // Coord : x=336 y=720 // Coord : x=368 y=720 // // -> 12,23 to 23,0 -NOTE This direction change gives me trouble specifically // Coord : x=400 y=752 // Coord : x=400 y=720 // Coord : x=400 y=688 // ... // Coord : x=688 y=16 // Coord : x=688 y=0 // Coord : x=720 y=0 // // The current update index, the index specifies the coordinate that you see above // I.E. final int[] coords = getCoords( 2 ); -> x=16 y=80 final int[] coords = getCoords( ... ); // now I have the coords, how do I detect where to set the position? The tricky part // for me is when a direction changes, how do I calculate based on the elapsed time // how far to go up the new direction... I just can't wrap my head around this. this.setPosition(newX, newY); }

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  • OWB 11gR2 &ndash; OMB and File Editing

    - by David Allan
    Here we will see how we can use the IDE for editing OMB scripts. The 11gR2 release is based on the common Oracle platform IDE used also by JDeveloper. It comes with a bunch of standard behavior for editing and rendering code. One of the lesser known things is that if you drop a text file into OWB you can edit it. So you can drop your tcl scripts right into OWB and edit in-place, and don’t need another IDE like Eclipse just for this task. Cool, so you have the file here. There may be no line numbers, you can toggle line numbers on by right clicking in the gutter. If we edit the file within the OWB IDE, the save is a little different from normal. OWB doesn’t normally manipulate files so things like ctrl-s to save, saves the OWB objects, but if you edit a file the closing of the file will ask if you want to save it – check it out. Now we enter the realm of ‘he who dares’…. Note the IDE doesn’t know about tcl files out of the box, so you see above there is no syntax highlighting. The code is identified by the extension… .java is java, .html is HTML etc. With OWB, the OMB scripts are tcl, we usually have .tcl extension on these files. One of the things we can do to trick up the syntax highlighting is to simply rename the file to have a .java suffix, then all of a sudden we get syntax highlighting, see the illustration here where side by side we see a the file with a .java extension and a .tcl extension. Not ideal pretending to be .java but gets us a way to having something more useful than notepad. We can then change the syntax highlighting such that we get Eclipse like highlighting within the IDE from the Tools Preferences option; You then get the Eclipse like rendering albeit using a little tweak on the file names… Might be useful if you are doing any kind of heavy duty OMB script development and just want a single IDE. The OMBPlus panel is then at hand for executing and testing it out.

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  • More Efficient Data Structure for Large Layered Tile Map

    - by Stupac
    It seems like the popular method is to break the map up into regions and load them as needed, my problem is that in my game there are many AI entities other than the player out performing actions in virtually all the regions of the map. Let's just say I have a 5000x5000 map, when I use a 2D array of byte's to render it my game uses around 17 MB of memory, as soon as I change that data structure to a my own defined MapCell class (which only contains a single field: byte terrain) my game's memory consumption rockets up to 400+ MB. I plan on adding layering, so an array of byte's won't cut it and I figure I'd need to add a List of some sort to the MapCell class to provide objects in the layers. I'm only rendering tiles that are on screen, but I need the rest of the map to be represented in memory since it is constantly used in Update. So my question is, how can I reduce the memory consumption of my map while still maintaining the above requirements? Thank you for your time! Here's a few snippets my C# code in XNA4: public static void LoadMapData() { // Test map generations int xSize = 5000; int ySize = 5000; MapCell[,] map = new MapCell[xSize,ySize]; //byte[,] map = new byte[xSize, ySize]; Terrain[] terrains = new Terrain[4]; terrains[0] = grass; terrains[1] = dirt; terrains[2] = rock; terrains[3] = water; Random random = new Random(); for(int x = 0; x < xSize; x++) { for(int y = 0; y < ySize; y++) { //map[x,y] = new MapCell(terrains[random.Next(4)]); map[x,y] = new MapCell((byte)random.Next(4)); //map[x, y] = (byte)random.Next(4); } } testMap = new TileMap(map, xSize, ySize); // End test map setup currentMap = testMap; } public class MapCell { //public TerrainType terrain; public byte terrain; public MapCell(byte itsTerrain) { terrain = itsTerrain; } // the type of terrain this cell is treated as /*public Terrain terrain { get; set; } public MapCell(Terrain itsTerrain) { terrain = itsTerrain; }*/ }

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  • A Facelift for Fusion

    - by Richard Lefebvre
    It's simple. It's modern. It was the buzz at OpenWorld in San Francisco. See what the UX team has been up to and what customers are going to love. At OpenWorld 2012, the Oracle Applications User Experience (UX) team unveiled the new face of Fusion Applications. You might have seen it in sessions presented by Chris Leone, Anthony Lye, Jeremy Ashley and others or you may have gotten a look on the demogrounds. Why are we delivering a new face for Fusion Applications? "Because," says Ashley, vice president of the Oracle Applications User Experience team, "we want to provide a simple, modern, productive way for users to complete their top quick-entry tasks. The idea is to provide a clear, productive user experience that is backed by the full functionality of Fusion Applications." The first release of the new face of Fusion focuses on three types of users. It provides a fully functional gateway to Fusion Applications for: ·         New and casual users who need quick access to self-service tasks ·         Professional users who need fast access to quick-entry, high-volume tasks ·         Users who are looking for a way to quickly brand their portal for employees The new face of Fusion allows users to move easily from navigation to action, Ashley said, and it has been designed for any device -- Mac, PC, iPad, Android, SmartBoard -- in the browser. How Did We Build It? The new face of Fusion essentially is a custom shell, developed by the Apps UX team, and a set of page templates that embodies a simple design aesthetic. It's repeatable, providing consistency across its pages, and the need for training is little to zero. More specifically, the new face of Fusion has been built on ADF. The Applications UX team created pages in JDeveloper using local tasks flows bound to existing view objects. Three new components were commissioned from ADF and existing Fusion components were re-skinned to deliver a simple, modern user experience. It really is that simple - and to prove that point, we've been sharing our new face of Fusion story on several Oracle channels such as this one. If you want to learn more, check OpenWorld presentation on the Fusion Learning Center.

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  • Upgarde from Asp.Net MVC 1 to MVC 2 - how to and issues with JsonRequestBehavior

    - by Renso
    Goal Upgrade your MVC 1 app to MVC 2 Issues You may get errors about your Json data being returned via a GET request violating security principles - we also address this here. This post is not intended to delve into why the Json GET request is or may be an issue, just how to resolve it as part of upgrading from MVC1 to 2. Solution First remove all references from your projects to the MVC 1 dll and replace it with the MVC 2 dll. Now update your web.config file in your web app root folder by simply changing references to assembly="System.Web.Mvc, Version 1.0.0.0 to Version 2.0.0.0, there are a couple of references in your config file, here are probably most of them you may have:         <compilation debug="true" defaultLanguage="c#">             <assemblies>                        <add assembly="System.Web.Mvc, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35" />             </assemblies>         </compilation>           <pages masterPageFile="~/Views/Masters/CRMTemplate.master" pageParserFilterType="System.Web.Mvc.ViewTypeParserFilter, System.Web.Mvc, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35" pageBaseType="System.Web.Mvc.ViewPage, System.Web.Mvc, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35" userControlBaseType="System.Web.Mvc.ViewUserControl, System.Web.Mvc, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35" validateRequest="False">             <controls>                 <add assembly="System.Web.Mvc, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35" namespace="System.Web.Mvc" tagPrefix="mvc" />   Secondly, if you return Json objects from an ajax call via the GET method you ahve several options to fix this depending on your situation: 1. The simplest, as in my case I did this for an internal web app, you may simply do:             return Json(myObject, JsonRequestBehavior.AllowGet);   2. In Mvc if you have a controller base you could wrap the Json method with:         public new JsonResult Json(object data)         {             return Json(data, "application/json", JsonRequestBehavior.AllowGet);                    }   3. The most work would be to decorate your Actions with:         [AcceptVerbs(HttpVerbs.Get)]   4. Another tnat is also a lot of work that needs to be done to every ajax call returning Json is:                             msg = $.ajax({ url: $('#ajaxGetSampleUrl').val(), dataType: 'json', type: 'POST', async: false, data: { name: theClass }, success: function(data, result) { if (!result) alert('Failure to retrieve the Sample Data.'); } }).responseText;   This should cover all the issues you may run into when upgrading. Let me kow if you run into any other ones.

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  • Why CoffeeScript is tough to maintain

    - by Renso
    I recently started trying out CoffeeScript only to find out that it caused more headaches. The abstraction level of jQuery was perfect, it did not dictate to coders how to design their code, it just works. However, I recently posted a request to the CoffeeScript team to consider introducing curly braces to help with more complex code to control the flow of logic. For example a if-then-else with many nested levels can be near impossible to debug without tracing through it when using CoffeeScript. Also with IDEs like Visual Studio, regular JavaScript intellicense and auto-formatting make it easy to appropriate indent nested levels without any work on the part of the developer and reading it is not that hard, especially with some extensions that show vertical lines in the code editor to help see what is nested within what part of the code.However with CoffeeScript that is not the case. The samples given in the CoffeeScript web site are of course just simple examples to explain the features and one gets excited pretty quick over the powerful shortcuts. I tried to convert a piece of JavaScript over to CoffeeScript and gave up since you need to first of all remove ALL non CoffeeScript coding constructs for it to even compile. However js2coffee can help with that. However to keep track of nested levels became something that was simply not manageable using CoffeeScript.Furthermore, any coding language that controls the flow of logic by indentation is extremely dangerous for obvious reasons. I liked CoffeeScript a lot, but the fact that the logical flow of the code is controlled by how much you indent code, spaces or tabs, is not reliable as there is no way the programmer has an easy way of knowing what parts of the code will get hit when the code spans a page.When I suggested introducing curly braces in CoffeeScript the team, one contributor advised me that my code needs to be re-designed! Needless to say that is absurd. When I included a piece of the code he asked my if it was legacy code. It's like saying to a Java programmer, sorry you cannot use Java because we don't agree with how you write your code.jashkenas from the CoffeeScript blog gave some great suggestions and made the point that introducing curly braces would be very problematic for them as they use them to denote objects. Makes sense, but I would still love to see some way to replace code flow control with spaces and indentation to something more concrete and human readable.

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  • Register Game Object Components in Game Subsystems? (Component-based Game Object design)

    - by topright
    I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains pointers to some of Components. GameSubsystem is a very powerful and flexible abstraction: it represents any slice (or aspect) of the game world. There is a need in a mechanism of registering Components in GameSubsystems (when GameObject is created and composed). There are 4 approaches: 1: Chain of responsibility pattern. Every Component is offered to every GameSubsystem. GameSubsystem makes a decision which Components to register (and how to organize them). For example, GameSubsystemRender can register Renderable Components. pro. Components know nothing about how they are used. Low coupling. A. We can add new GameSubsystem. For example, let's add GameSubsystemTitles that registers all ComponentTitle and guarantees that every title is unique and provides interface to quering objects by title. Of course, ComponentTitle should not be rewrited or inherited in this case. B. We can reorganize existing GameSubsystems. For example, GameSubsystemAudio, GameSubsystemRender, GameSubsystemParticleEmmiter can be merged into GameSubsystemSpatial (to place all audio, emmiter, render Components in the same hierarchy and use parent-relative transforms). con. Every-to-every check. Very innefficient. con. Subsystems know about Components. 2: Each Subsystem searches for Components of specific types. pro. Better performance than in Approach 1. con. Subsystems still know about Components. 3: Component registers itself in GameSubsystem(s). We know at compile-time that there is a GameSubsystemRenderer, so let's ComponentImageRender will call something like GameSubsystemRenderer::register(ComponentRenderBase*). pro. Performance. No unnecessary checks as in Approach 1. con. Components are badly coupled with GameSubsystems. 4: Mediator pattern. GameState (that contains GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch. Questions: Which approach is better and mostly used in component-based design? What Practice says? Any suggestions about implementation of Approach 4? Thank you.

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  • Is it evil to model JSON responses to classes when they are mostly smilar?

    - by Aybe
    Here's the problem : While implementing a C# wrapper for an online API (Discogs) I've been faced to a dilemma : quite often the responses returned have mostly similar members and while modeling these responses to classes, some questions surfaces on which way to go would be the best. Example : Querying for a 'release' or a 'master' will return an object that contains an array of 'artist', however these 'artists' do not exactly have the same members. Currently I decided to represent these 'artists' as a single 'Artist' class, against having respective 'ReleaseArtist' and 'MasterArtist' classes which soon becomes very confusing even though another problem arises : when a category (master or release) does not return these members, they will be null. Though it might sound confusing as well I find it less confusing than the former situation as I've tackled the problem by simply not showing null members when visualizing these objects. Is this the right approach to follow ? An example of these differences : public class Artist { public List<Alias> Aliases { get; set; } public string DataQuality { get; set; } public List<Image> Images { get; set; } public string Name { get; set; } public List<string> NameVariations { get; set; } public string Profile { get; set; } public string Realname { get; set; } public string ReleasesUrl { get; set; } public string ResourceUrl { get; set; } public string Uri { get; set; } public List<string> Urls { get; set; } } public class ReleaseArtist { public string Join { get; set; } public string Name { get; set; } public string Anv { get; set; } public string Tracks { get; set; } public string Role { get; set; } public string ResourceUrl { get; set; } public int Id { get; set; } }

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  • mongoDB Management Studio

    - by Liam McLennan
    This weekend I have been in Sydney at the MS Web Camp, learning about web application development. At the end of the first day we came up with application ideas and pitched them. My idea was to build a web management application for mongoDB. mongoDB I pitched my idea, put down the microphone, and then someone asked, “what’s mongo?”. Good question. MongoDB is a document database that stores JSON style documents. This is a JSON document for a tweet from twitter: db.tweets.find()[0] { "_id" : ObjectId("4bfe4946cfbfb01420000001"), "created_at" : "Thu, 27 May 2010 10:25:46 +0000", "profile_image_url" : "http://a3.twimg.com/profile_images/600304197/Snapshot_2009-07-26_13-12-43_normal.jpg", "from_user" : "drearyclocks", "text" : "Does anyone know who has better coverage, Optus or Vodafone? Telstra is still too expensive.", "to_user_id" : null, "metadata" : { "result_type" : "recent" }, "id" : { "floatApprox" : 14825648892 }, "geo" : null, "from_user_id" : 6825770, "search_term" : "telstra", "iso_language_code" : "en", "source" : "&lt;a href=&quot;http://www.tweetdeck.com&quot; rel=&quot;nofollow&quot;&gt;TweetDeck&lt;/a&gt;" } A mongodb server can have many databases, each database has many collections (instead of tables) and a collection has many documents (instead of rows). Development Day 2 of the Sydney MS Web Camp was allocated to building our applications. First thing in the morning I identified the stories that I wanted to implement: Scenario: View databases Scenario: View Collections in a database Scenario: View Documents in a Collection Scenario: Delete a Collection Scenario: Delete a Database Scenario: Delete Documents Over the course of the day the team (3.5 developers) implemented all of the planned stories (except ‘delete a database’) and also implemented the following: Scenario: Create Database Scenario: Create Collection Lessons Learned I’m new to MongoDB and in the past I have only accessed it from Ruby (for my hare-brained scheme). When it came to implementing our MongoDB management studio we discovered that their is no official MongoDB driver for .NET. We chose to use NoRM, honestly just because it was the only one I had heard of. NoRM was a challenge. I think it is a fine library but it is focused on mapping strongly typed objects to MongoDB. For our application we had no prior knowledge of the types that would be in the MongoDB database so NoRM was probably a poor choice. Here are some screens (click to enlarge):

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  • Software Architecture and MEF composition location

    - by Leonardo
    Introduction My software (a bunch of webapi's) consist of 4 projects: Core, FrontWebApi, Library and Administration. Library is a code library project that consists of only interfaces and enumerators. All my classes in other projects inherit from at least one interface, and this interface is in the library. Generally speaking, my interfaces define either Entities, Repositories or Controllers. This project references no other project or any special dlls... just the regular .Net stuff... Core is a class-library project where concrete implementation of Entities and Repositories. In some cases i have more than 1 implementation for a Repository (ex: one for azure table storage and one for regular Sql). This project handles the intelligence (business rules mostly) and persistence, and it references only the Library. FrontWebApi is a ASP.NET MVC 4 WebApi project that implements the controllers interfaces to handle web-requests (from a mobile native app)... It references the Core and the Library. Administration is a code-library project that represents a "optional-module", meaning: if it is present, it provides extra-features (such as Access Control Lists) to the application, but if its not, no problem. Administration is also only referencing the Library and implementing concrete classes of a few interfaces such as "IAccessControlEntry"... I intend to make this available with a "setup" that will create any required database table or anything like that. But it is important to notice that the Core has no reference to this project... Development Now, in order to have a decoupled code I decide to use IoC and because this is a small project, I decided to do it using MEF, specially because of its advertised "composition" capabilities. I arranged all the imports/exports and constructors and everything, but something is quite not perfect in my "mental-visualisation": Main Question Where should I "Compose" the objects? I mean: Technically, the only place where real implementation access is required is in the Repositories, because in order to retrieve data from wherever, entities instances will be necessary, and in all other places. The repositories could also provide a public "GetCleanInstanceOf()" right? Then all other places will be just fine working with the interfaces instead of concrete classes... Secondary Question Should "Administration" implement the concrete object for "IAccessControlGeneralRepository" or the Core should?

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