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  • XNA 4 Deferred Rendering deforms the model

    - by Tomáš Bezouška
    I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks like: http://imageshack.us/photo/my-images/690/survival.png/ what it should look like: http://imageshack.us/photo/my-images/521/survival2.png/ (Please ignora the cars, they shouldn't be there. Nothing changes when they are removed) Im using Deferred renderer from www.catalinzima.com/tutorials/deferred-rendering-in-xna/introduction-2/ except very simplified, without the custom content processor. Here's the code for the GBuffer shader: float4x4 World; float4x4 View; float4x4 Projection; float specularIntensity = 0.001f; float specularPower = 3; texture Texture; sampler diffuseSampler = sampler_state { Texture = (Texture); MAGFILTER = LINEAR; MINFILTER = LINEAR; MIPFILTER = LINEAR; AddressU = Wrap; AddressV = Wrap; }; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; float2 TexCoord : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : TEXCOORD1; float2 Depth : TEXCOORD2; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; //pass the texture coordinates further output.Normal = mul(input.Normal,World); //get normal into world space output.Depth.x = output.Position.z; output.Depth.y = output.Position.w; return output; } struct PixelShaderOutput { half4 Color : COLOR0; half4 Normal : COLOR1; half4 Depth : COLOR2; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; output.Color = tex2D(diffuseSampler, input.TexCoord); //output Color output.Color.a = specularIntensity; //output SpecularIntensity output.Normal.rgb = 0.5f * (normalize(input.Normal) + 1.0f); //transform normal domain output.Normal.a = specularPower; //output SpecularPower output.Depth = input.Depth.x / input.Depth.y; //output Depth return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } And here are the rendering parts in XNA: public void RednerModel(Model model, Matrix world) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default; Game.GraphicsDevice.BlendState = BlendState.Opaque; Game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; foreach (ModelMesh mesh in model.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { GBufferEffect.Parameters["View"].SetValue(Camera.Instance.ViewMatrix); GBufferEffect.Parameters["Projection"].SetValue(Camera.Instance.ProjectionMatrix); GBufferEffect.Parameters["World"].SetValue(boneTransforms[mesh.ParentBone.Index] * world); GBufferEffect.Parameters["Texture"].SetValue(meshPart.Effect.Parameters["Texture"].GetValueTexture2D()); GBufferEffect.Techniques[0].Passes[0].Apply(); RenderMeshpart(mesh, meshPart); } } } private void RenderMeshpart(ModelMesh mesh, ModelMeshPart part) { Game.GraphicsDevice.SetVertexBuffer(part.VertexBuffer); Game.GraphicsDevice.Indices = part.IndexBuffer; Game.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount); } I import the model using the built in content processor for FBX. The FBX is created in 3DS Max. I don't know the exact details of that export, but if you think it might be relevant, I will get them from my collegue who does them. What confuses me though is why the BasicEffect approach works... seems the FBX shouldnt be a problem. Any thoughts? They will be greatly appreciated :)

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  • Generic Sorting using C# and Lambda Expression

    - by Haitham Khedre
    Download : GenericSortTester.zip I worked in this class from long time and I think it is a nice piece of code that I need to share , it might help other people searching for the same concept. this will help you to sort any collection easily without needing to write special code for each data type , however if you need special ordering you still can do it , leave a comment and I will see if I need to write another article to cover the other cases. I attached also a fully working example to make you able to see how do you will use that .     public static class GenericSorter { public static IOrderedEnumerable<T> Sort<T>(IEnumerable<T> toSort, Dictionary<string, SortingOrder> sortOptions) { IOrderedEnumerable<T> orderedList = null; foreach (KeyValuePair<string, SortingOrder> entry in sortOptions) { if (orderedList != null) { if (entry.Value == SortingOrder.Ascending) { orderedList = orderedList.ApplyOrder<T>(entry.Key, "ThenBy"); } else { orderedList = orderedList.ApplyOrder<T>(entry.Key,"ThenByDescending"); } } else { if (entry.Value == SortingOrder.Ascending) { orderedList = toSort.ApplyOrder<T>(entry.Key, "OrderBy"); } else { orderedList = toSort.ApplyOrder<T>(entry.Key, "OrderByDescending"); } } } return orderedList; } private static IOrderedEnumerable<T> ApplyOrder<T> (this IEnumerable<T> source, string property, string methodName) { ParameterExpression param = Expression.Parameter(typeof(T), "x"); Expression expr = param; foreach (string prop in property.Split('.')) { expr = Expression.PropertyOrField(expr, prop); } Type delegateType = typeof(Func<,>).MakeGenericType(typeof(T), expr.Type); LambdaExpression lambda = Expression.Lambda(delegateType, expr, param); MethodInfo mi = typeof(Enumerable).GetMethods().Single( method => method.Name == methodName && method.IsGenericMethodDefinition && method.GetGenericArguments().Length == 2 && method.GetParameters().Length == 2) .MakeGenericMethod(typeof(T), expr.Type); return (IOrderedEnumerable<T>)mi.Invoke (null, new object[] { source, lambda.Compile() }); } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }

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  • How to make the constructor for the following exercise in c++?

    - by user40630
    This is the exercise I?m trying to solve. It's from C++, How to program book from Deitel and it's my homework. (Card Shuffling and Dealing) Create a program to shuffle and deal a deck of cards. The program should consist of class Card, class DeckOfCards and a driver program. Class Card should provide: a) Data members face and suit of type int. b) A constructor that receives two ints representing the face and suit and uses them to initialize the data members. c) Two static arrays of strings representing the faces and suits. d) A toString function that returns the Card as a string in the form “face of suit.” You can use the + operator to concatenate strings. Class DeckOfCards should contain: a) A vector of Cards named deck to store the Cards. b) An integer currentCard representing the next card to deal. c) A default constructor that initializes the Cards in the deck. The constructor should use vector function push_back to add each Card to the end of the vector after the Card is created and initialized. This should be done for each of the 52 Cards in the deck. d) A shuffle function that shuffles the Cards in the deck. The shuffle algorithm should iterate through the vector of Cards. For each Card, randomly select another Card in the deck and swap the two Cards. e) A dealCard function that returns the next Card object from the deck. f) A moreCards function that returns a bool value indicating whether there are more Cards to deal. The driver program should create a DeckOfCards object, shuffle the cards, then deal the 52 cards. The problem I'm facing is that I don't know exactly how to make the constructor for the second class. See description commented in the code bellow. #include <iostream> #include <vector> using namespace std; /* * */ //Class card. No problems here. class Card { public: Card(int, int); string toString(); private: int suit, face; static string faceNames[13]; static string suitNames[4]; }; string Card::faceNames[13] = {"Ace","Two","Three","Four","Five","Six","Seven","Eight","Nine","Ten","Queen","Jack","King"}; string Card::suitNames[4] = {"Diamonds","Clubs","Hearts","Spades"}; string Card::toString() { return faceNames[face]+" of "+suitNames[suit]; } Card::Card(int f, int s) :face(f), suit(s) { } /*The problem begins here. This class should create(when and object for it is created) a copy of the vector deck, right? But how exactly are these vector cards be initialized? I'll explain better in the constructor definition bellow.*/ class DeckOfCards { public: DeckOfCards(); void shuffleCards(); Card dealCard(); bool moreCards(); private: vector<Card> deck(52); int currentCard; }; int main(int argc, char** argv) { return 0; } DeckOfCards::DeckOfCards() { //This is where I'm stuck. I can't figure out how to set each of the 52 cards of the vector deck to have a specific suit and face every one of them, by using only the constructor of the Card class. //What you see bellow was one of my attempts to solve this problem but I blocked pretty soon in the middle of it. for(int i=0; i<deck.size(); i++) { deck[i]//....There is no function to set them. They must be set when initialized. But how?? } } For easier reading: http://pastebin.com/pJeXMH0f

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  • All libGDX input statements are returning TRUE at once

    - by MowDownJoe
    I'm fooling around with Box2D and libGDX and running into a peculiar problem with polling for input. Here's the code for the Screen's render() loop: @Override public void render(float delta) { Gdx.gl20.glClearColor(0, 0, .2f, 1); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); camera.update(); game.batch.setProjectionMatrix(camera.combined); debugRenderer.render(world, camera.combined); if(Gdx.input.isButtonPressed(Keys.LEFT)){ Gdx.app.log("Input", "Left is being pressed."); pushyThingyBody.applyForceToCenter(-10f, 0); } if(Gdx.input.isButtonPressed(Keys.RIGHT)){ Gdx.app.log("Input", "Right is being pressed."); pushyThingyBody.applyForceToCenter(10f, 0); } world.step((1f/45f), 6, 2); } And the constructor is largely just setting up the World, Box2DDebugRenderer, and all the Bodies in the world: public SandBox(PhysicsSandboxGame game) { this.game = game; camera = new OrthographicCamera(800, 480); camera.setToOrtho(false); world = new World(new Vector2(0, -9.8f), true); debugRenderer = new Box2DDebugRenderer(); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.set(100, 300); body = world.createBody(bodyDef); CircleShape circle = new CircleShape(); circle.setRadius(6f); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = circle; fixtureDef.density = .5f; fixtureDef.friction = .4f; fixtureDef.restitution = .6f; fixture = body.createFixture(fixtureDef); circle.dispose(); BodyDef groundBodyDef = new BodyDef(); groundBodyDef.position.set(new Vector2(0, 10)); groundBody = world.createBody(groundBodyDef); PolygonShape groundBox = new PolygonShape(); groundBox.setAsBox(camera.viewportWidth, 10f); groundBody.createFixture(groundBox, 0f); groundBox.dispose(); BodyDef pushyThingyBodyDef = new BodyDef(); pushyThingyBodyDef.type = BodyType.DynamicBody; pushyThingyBodyDef.position.set(new Vector2(400, 30)); pushyThingyBody = world.createBody(pushyThingyBodyDef); PolygonShape pushyThingyShape = new PolygonShape(); pushyThingyShape.setAsBox(40f, 10f); FixtureDef pushyThingyFixtureDef = new FixtureDef(); pushyThingyFixtureDef.shape = pushyThingyShape; pushyThingyFixtureDef.density = .4f; pushyThingyFixtureDef.friction = .1f; pushyThingyFixtureDef.restitution = .5f; pushyFixture = pushyThingyBody.createFixture(pushyThingyFixtureDef); pushyThingyShape.dispose(); } Testing this on the desktop. Basically, whenever I hit the appropriate keys, neither of the if statements in the loop return true. However, when I click in the window, both statements return true, resulting in a 0 net force on the body. Why is this?

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  • Fastest pathfinding for static node matrix

    - by Sean Martin
    I'm programming a route finding routine in VB.NET for an online game I play, and I'm searching for the fastest route finding algorithm for my map type. The game takes place in space, with thousands of solar systems connected by jump gates. The game devs have provided a DB dump containing a list of every system and the systems it can jump to. The map isn't quite a node tree, since some branches can jump to other branches - more of a matrix. What I need is a fast pathfinding algorithm. I have already implemented an A* routine and a Dijkstra's, both find the best path but are too slow for my purposes - a search that considers about 5000 nodes takes over 20 seconds to compute. A similar program on a website can do the same search in less than a second. This website claims to use D*, which I have looked into. That algorithm seems more appropriate for dynamic maps rather than one that does not change - unless I misunderstand it's premise. So is there something faster I can use for a map that is not your typical tile/polygon base? GBFS? Perhaps a DFS? Or have I likely got some problem with my A* - maybe poorly chosen heuristics or movement cost? Currently my movement cost is the length of the jump (the DB dump has solar system coordinates as well), and the heuristic is a quick euclidean calculation from the node to the goal. In case anyone has some optimizations for my A*, here is the routine that consumes about 60% of my processing time, according to my profiler. The coordinateData table contains a list of every system's coordinates, and neighborNode.distance is the distance of the jump. Private Function findDistance(ByVal startSystem As Integer, ByVal endSystem As Integer) As Integer 'hCount += 1 'If hCount Mod 0 = 0 Then 'Return hCache 'End If 'Initialize variables to be filled Dim x1, x2, y1, y2, z1, z2 As Integer 'LINQ queries for solar system data Dim systemFromData = From result In jumpDataDB.coordinateDatas Where result.systemId = startSystem Select result.x, result.y, result.z Dim systemToData = From result In jumpDataDB.coordinateDatas Where result.systemId = endSystem Select result.x, result.y, result.z 'LINQ execute 'Fill variables with solar system data for from and to system For Each solarSystem In systemFromData x1 = (solarSystem.x) y1 = (solarSystem.y) z1 = (solarSystem.z) Next For Each solarSystem In systemToData x2 = (solarSystem.x) y2 = (solarSystem.y) z2 = (solarSystem.z) Next Dim x3 = Math.Abs(x1 - x2) Dim y3 = Math.Abs(y1 - y2) Dim z3 = Math.Abs(z1 - z2) 'Calculate distance and round 'Dim distance = Math.Round(Math.Sqrt(Math.Abs((x1 - x2) ^ 2) + Math.Abs((y1 - y2) ^ 2) + Math.Abs((z1 - z2) ^ 2))) Dim distance = firstConstant * Math.Min(secondConstant * (x3 + y3 + z3), Math.Max(x3, Math.Max(y3, z3))) 'Dim distance = Math.Abs(x1 - x2) + Math.Abs(z1 - z2) + Math.Abs(y1 - y2) 'hCache = distance Return distance End Function And the main loop, the other 30% 'Begin search While openList.Count() != 0 'Set current system and move node to closed currentNode = lowestF() move(currentNode.id) For Each neighborNode In neighborNodes If Not onList(neighborNode.toSystem, 0) Then If Not onList(neighborNode.toSystem, 1) Then Dim newNode As New nodeData() newNode.id = neighborNode.toSystem newNode.parent = currentNode.id newNode.g = currentNode.g + neighborNode.distance newNode.h = findDistance(newNode.id, endSystem) newNode.f = newNode.g + newNode.h newNode.security = neighborNode.security openList.Add(newNode) shortOpenList(OLindex) = newNode.id OLindex += 1 Else Dim proposedG As Integer = currentNode.g + neighborNode.distance If proposedG < gValue(neighborNode.toSystem) Then changeParent(neighborNode.toSystem, currentNode.id, proposedG) End If End If End If Next 'Check to see if done If currentNode.id = endSystem Then Exit While End If End While If clarification is needed on my spaghetti code, I'll try to explain.

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  • SFML fail to load image as texture

    - by zyeek
    I have come to a problem with the code below ... Using SFML 2.0 #include <SFML/Graphics.hpp> #include <iostream> #include <list> int main() { float speed = 5.0f; // create the window sf::RenderWindow window(sf::VideoMode(sf::VideoMode::getDesktopMode().height - 300, 800), "Bricks"); // Set game window position on the screen window.setPosition( sf::Vector2i(sf::VideoMode::getDesktopMode().width/4 + sf::VideoMode::getDesktopMode().width/16 , 0) ); // Allow library to accept repeatitive key presses (i.e. holding key) window.setKeyRepeatEnabled(true); // Hide mouse cursor //window.setMouseCursorVisible(false); // Limit 30 frames per sec; the minimum for all games window.setFramerateLimit(30); sf::Texture texture; if (!texture.loadFromFile("tile.png", sf::IntRect(0, 0, 125, 32))) { std::cout<<"Could not load image\n"; return -1; } // Empty list of sprites std::list<sf::Sprite> spriteContainer; bool gameFocus = true; // run the program as long as the window is open while (window.isOpen()) { sf::Vector2i mousePos = sf::Mouse::getPosition(window); // check all the window's events that were triggered since the last iteration of the loop sf::Event event; while (window.pollEvent(event)) { float offsetX = 0.0f, offsetY = 0.0f; if(event.type == sf::Event::GainedFocus) gameFocus = !gameFocus; else if(event.type == sf::Event::LostFocus) gameFocus = !gameFocus; if(event.type == sf::Event::KeyPressed) { if (event.key.code == sf::Keyboard::Space) { if(gameFocus) { // Create sprite and add features before putting it into container sf::Sprite sprite(texture); sprite.scale(.9f,.7f); sf::Vector2u textSize = texture.getSize(); sprite.setPosition(sf::Vector2f(mousePos.x-textSize.x/2.0f, mousePos.y - textSize.y/2.0f)); spriteContainer.push_front(sprite); } } if(event.key.code == sf::Keyboard::P) std::cout << spriteContainer.size() << std::endl; if( event.key.code == sf::Keyboard::W ) offsetY -= speed; if( event.key.code == sf::Keyboard::A ) offsetX -= speed; if( event.key.code == sf::Keyboard::S ) offsetY += speed; if( event.key.code == sf::Keyboard::D ) offsetX += speed; } // "close requested" event: we close the window if (event.type == sf::Event::Closed || event.key.code == sf::Keyboard::Escape) window.close(); // Move all sprites synchronously for (std::list<sf::Sprite>::iterator sprite = spriteContainer.begin(); sprite != spriteContainer.end(); ++sprite) sprite->move(offsetX, offsetY); //sprite.move(offsetX,offsetY); } // clear the window with black color window.clear(sf::Color::Black); // draw everything here... // window.draw(...); // Draw all sprites in the container for (std::list<sf::Sprite>::iterator sprite = spriteContainer.begin(); sprite != spriteContainer.end(); ++sprite) window.draw(*sprite); // end the current frame window.display(); } return 0; } A couple weeks ago it worked flawlessly to my expectation, but now that I come back to it and I am having problems importing the image as a texture "tile.png". I don't understand why this is evening happening and the only message I get via the terminal is "Cannot load image ..." then a bunch of random characters. My libraries are for sure working, but now I am not sure why the image is not loading. My image is in the same directory as with my .h and .cpp files. This is an irritating problem that keep coming up for some reason and is always a problem to fix it. I import my libraries via my own directory "locals" which contain many APIs, but I specifically get SFML, and done appropriately as I am able to open a window and many other stuff.

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  • Templated Razor Delegates – Phil Haack

    - by nmarun
    This post is largely based off of Phil Haack’s article titled Templated Razor Delegates. I strongly recommend reading this article first. Here’s a sample code for the same, so you can have a look at. I also have a custom type being rendered as a table. 1: // my custom type 2: public class Device 3: { 4: public int Id { get; set; } 5: public string Name { get; set; } 6: public DateTime MfgDate { get; set; } 7: } Now I can write an extension method just for this type. 1: public static class RazorExtensions 2: { 3: public static HelperResult List(this IList<Models.Device> devices, Func<Models.Device, HelperResult> template) 4: { 5: return new HelperResult(writer => 6: { 7: foreach (var device in devices) 8: { 9: template(device).WriteTo(writer); 10: } 11: }); 12: } 13: // ... 14: } Modified my view to make it a strongly typed one and included html to render my custom type collection in a table. 1: @using TemplatedRazorDelegates 2: @model System.Collections.Generic.IList<TemplatedRazorDelegates.Models.Device> 3:  4: @{ 5: ViewBag.Title = "Home Page"; 6: } 7:  8: <h2>@ViewBag.Message</h2> 9:  10: @{ 11: var items = new[] { "one", "two", "three" }; 12: IList<int> ints = new List<int> { 1, 2, 3 }; 13: } 14:  15: <ul> 16: @items.List(@<li>@item</li>) 17: </ul> 18: <ul> 19: @ints.List(@<li>@item</li>) 20: </ul> 21:  22: <table> 23: <tr><th>Id</th><th>Name</th><th>Mfg Date</th></tr> 24: @Model.List(@<tr><td>@item.Id</td><td>@item.Name</td><td>@item.MfgDate.ToShortDateString()</td></tr>) 25: </table> We get intellisense as well! Just added some items in the action method of the controller: 1: public ActionResult Index() 2: { 3: ViewBag.Message = "Welcome to ASP.NET MVC!"; 4: IList<Device> devices = new List<Device> 5: { 6: new Device {Id = 1, Name = "abc", MfgDate = new DateTime(2001, 10, 19)}, 7: new Device {Id = 2, Name = "def", MfgDate = new DateTime(2011, 1, 1)}, 8: new Device {Id = 3, Name = "ghi", MfgDate = new DateTime(2003, 3, 15)}, 9: new Device {Id = 4, Name = "jkl", MfgDate = new DateTime(2007, 6, 6)} 10: }; 11: return View(devices); 12: } Running this I get the output as: Absolutely brilliant! Thanks to both Phil Haack and to David Fowler for bringing this out to us. Download the code for this from here. Verdict: RazorViewEngine.Points += 1;

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  • How to detect UTF-8-based encoded strings [closed]

    - by Diego Sendra
    A customer of asked us to build him a multi-language based support VB6 scraper, for which we had the need to detect UTF-8 based encoded strings to decode it later for proper displaying in application UI. It's necessary to point out that this need arises based on VB6 limitations to natively support UTF-8 in its controls, contrary to what it happens in .NET where you can tell a control that it should expect UTF-8 encoding. VB6 natively supports ISO 8859-1 and/or Windows-1252 encodings only, for which textboxes, dropdowns, listview controls, others can't be defined to natively support/expect UTF-8 as you can do in .NET considering what we just explained; so we would see weird symbols such as é, è among others, making it a whole mess at the time of displaying. So, next function contains whole UTF-8 encoded punctuation marks and symbols from languages like Spanish, Italian, German, Portuguese, French and others, based on an excellent UTF-8 based list we got from this link - Ref. http://home.telfort.nl/~t876506/utf8tbl.html Basically, the function compares if each and one of the listed UTF-8 encoded sentences, separated by | (pipe) are found in our passed string making a substring search first. Whether it's not found, it makes an alternative ASCII value based search to get a match. Say, a string like "Societé" (Society in english) would return FALSE through calling isUTF8("Societé") while it would return TRUE when calling isUTF8("SocietÈ") since È is the UTF-8 encoded representation of é. Once you got it TRUE or FALSE, you can decode the string through DecodeUTF8() function for properly displaying it, a function we found somewhere else time ago and also included in this post. Function isUTF8(ByVal ptstr As String) Dim tUTFencoded As String Dim tUTFencodedaux Dim tUTFencodedASCII As String Dim ptstrASCII As String Dim iaux, iaux2 As Integer Dim ffound As Boolean ffound = False ptstrASCII = "" For iaux = 1 To Len(ptstr) ptstrASCII = ptstrASCII & Asc(Mid(ptstr, iaux, 1)) & "|" Next tUTFencoded = "Ä|Ã…|Ç|É|Ñ|Ö|ÃŒ|á|Ã|â|ä|ã|Ã¥|ç|é|è|ê|ë|í|ì|î|ï|ñ|ó|ò|ô|ö|õ|ú|ù|û|ü|â€|°|¢|£|§|•|¶|ß|®|©|â„¢|´|¨|â‰|Æ|Ø|∞|±|≤|≥|Â¥|µ|∂|∑|âˆ|Ï€|∫|ª|º|Ω|æ|ø|¿|¡|¬|√|Æ’|≈|∆|«|»|…|Â|À|Ã|Õ|Å’|Å“|–|—|“|â€|‘|’|÷|â—Š|ÿ|Ÿ|â„|€|‹|›|ï¬|fl|‡|·|‚|„|‰|Â|Ú|Ã|Ë|È|Ã|ÃŽ|Ã|ÃŒ|Ó|Ô||Ã’|Ú|Û|Ù|ı|ˆ|Ëœ|¯|˘|Ë™|Ëš|¸|Ë|Ë›|ˇ" & _ "Å|Å¡|¦|²|³|¹|¼|½|¾|Ã|×|Ã|Þ|ð|ý|þ" & _ "â‰|∞|≤|≥|∂|∑|âˆ|Ï€|∫|Ω|√|≈|∆|â—Š|â„|ï¬|fl||ı|˘|Ë™|Ëš|Ë|Ë›|ˇ" tUTFencodedaux = Split(tUTFencoded, "|") If UBound(tUTFencodedaux) > 0 Then iaux = 0 Do While Not ffound And Not iaux > UBound(tUTFencodedaux) If InStr(1, ptstr, tUTFencodedaux(iaux), vbTextCompare) > 0 Then ffound = True End If If Not ffound Then 'ASCII numeric search tUTFencodedASCII = "" For iaux2 = 1 To Len(tUTFencodedaux(iaux)) 'gets ASCII numeric sequence tUTFencodedASCII = tUTFencodedASCII & Asc(Mid(tUTFencodedaux(iaux), iaux2, 1)) & "|" Next 'tUTFencodedASCII = Left(tUTFencodedASCII, Len(tUTFencodedASCII) - 1) 'compares numeric sequences If InStr(1, ptstrASCII, tUTFencodedASCII) > 0 Then ffound = True End If End If iaux = iaux + 1 Loop End If isUTF8 = ffound End Function Function DecodeUTF8(s) Dim i Dim c Dim n s = s & " " i = 1 Do While i <= Len(s) c = Asc(Mid(s, i, 1)) If c And &H80 Then n = 1 Do While i + n < Len(s) If (Asc(Mid(s, i + n, 1)) And &HC0) <> &H80 Then Exit Do End If n = n + 1 Loop If n = 2 And ((c And &HE0) = &HC0) Then c = Asc(Mid(s, i + 1, 1)) + &H40 * (c And &H1) Else c = 191 End If s = Left(s, i - 1) + Chr(c) + Mid(s, i + n) End If i = i + 1 Loop DecodeUTF8 = s End Function

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  • Ubuntu 12.04 lightdm dumps to tty. Cannot start GUI interface when booting off harddrive, but can when booting off usb

    - by user72681
    When booting, lightdm dumps to tty. No GUI interface works- this is after a fresh install of Ubuntu 12.04 where the GUI interface works when running off the USB. I have an NVIDIA Corporation G98 [Quadro NVS 420] graphics card. After I call startx from the terminal it still doesn't work. I get the following in the Xorg.0.log: [ 327.718] (--) NVIDIA(0): Memory: 262144 kBytes [ 327.718] (--) NVIDIA(0): VideoBIOS: 62.98.6f.00.07 [ 327.718] (II) NVIDIA(0): Detected PCI Express Link width: 16X [ 327.718] (--) NVIDIA(0): Interlaced video modes are supported on this GPU [ 327.756] (--) NVIDIA(0): Connected display device(s) on Quadro NVS 420 at PCI:3:0:0 [ 327.756] (--) NVIDIA(0): none [ 327.756] (EE) NVIDIA(0): No display devices found for this X screen. [ 328.010] (II) UnloadModule: "nvidia" [ 328.010] (II) Unloading nvidia [ 328.010] (II) UnloadModule: "wfb" [ 328.010] (II) Unloading wfb [ 328.010] (II) UnloadModule: "fb" [ 328.010] (II) Unloading fb [ 328.011] (EE) Screen(s) found, but none have a usable configuration. [ 328.011] Fatal server error: [ 328.011] no screens found /var/log/lightdm/lightdm.log [+0.00s] DEBUG: Starting local X display [+0.00s] DEBUG: X server :0 will replace Plymouth [+0.02s] DEBUG: Using VT 7 [+0.02s] DEBUG: Activating VT 7 [+0.02s] DEBUG: Logging to /var/log/lightdm/x-0.log [+0.02s] DEBUG: Writing X server authority to /var/run/lightdm/root/:0 [+0.02s] DEBUG: Launching X Server [+0.02s] DEBUG: Launching process 1074: /usr/bin/X :0 -auth /var/run/lightdm/root/:0 -nolisten tcp vt7 -novtswitch -background none [+0.02s] DEBUG: Waiting for ready signal from X server :0 [+0.02s] DEBUG: Acquired bus name org.freedesktop.DisplayManager [+0.02s] DEBUG: Registering seat with bus path /org/freedesktop/DisplayManager/Seat0 [+1.38s] DEBUG: Process 1074 exited with return value 1 [+1.38s] DEBUG: X server stopped [+1.38s] DEBUG: Removing X server authority /var/run/lightdm/root/:0 [+1.38s] DEBUG: Releasing VT 7 [+1.38s] DEBUG: Stopping Plymouth, X server failed to start [+1.39s] DEBUG: Display server stopped [+1.39s] DEBUG: Stopping display [+1.39s] DEBUG: Display stopped [+1.39s] DEBUG: Stopping X local seat, failed to start a display [+1.39s] DEBUG: Stopping seat [+1.39s] DEBUG: Seat stopped [+1.39s] DEBUG: Required seat has stopped [+1.39s] DEBUG: Stopping display manager [+1.39s] DEBUG: Display manager stopped [+1.39s] DEBUG: Stopping daemon [+1.39s] DEBUG: Exiting with return value 1 /var/log/lightdm/x-0.log X Protocol Version 11, Revision 0 Build Operating System: Linux 2.6.24-31-server x86_64 Ubuntu Current Operating System: Linux oorn 3.2.0-23-generic #36-Ubuntu SMP Tue Apr 10 20:39:51 UTC 2012 x86_64 Kernel command line: BOOT_IMAGE=/boot/vmlinuz-3.2.0-23-generic root=UUID=b25ab072-077d-40f1-95a4-c7fd66acd2f0 ro reboot=pci quiet splash vt.handoff=7 Build Date: 07 May 2012 11:43:21PM xorg-server 2:1.11.4-0ubuntu10.2 (For technical support please see http://www.ubuntu.com/support) Current version of pixman: 0.24.4 Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. (==) Log file: "/var/log/Xorg.0.log", Time: Wed Jun 27 12:51:45 2012 (==) Using config file: "/etc/X11/xorg.conf" (==) Using system config directory "/usr/share/X11/xorg.conf.d" (EE) NVIDIA(0): No display devices found for this X screen. (EE) Screen(s) found, but none have a usable configuration. Fatal server error: no screens found Please consult the The X.Org Foundation support at http://wiki.x.org for help. Please also check the log file at "/var/log/Xorg.0.log" for additional information. ddxSigGiveUp: Closing log Server terminated with error (1). Closing log file.

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  • Tip on Reusing Classes in Different .NET Project Types

    - by psheriff
    All of us have class libraries that we developed for use in our projects. When you create a .NET Class Library project with many classes, you can use that DLL in ASP.NET, Windows Forms and WPF applications. However, for Silverlight and Windows Phone, these .NET Class Libraries cannot be used. The reason is Silverlight and Windows Phone both use a scaled down version of .NET and thus do not have access to the full .NET framework class library. However, there are many classes and functionality that will work in the full .NET and in the scaled down versions that Silverlight and Windows Phone use.Let’s take an example of a class that you might want to use in all of the above mentioned projects. The code listing shown below might be something that you have in a Windows Form or an ASP.NET application. public class StringCommon{  public static bool IsAllLowerCase(string value)  {    return new Regex(@"^([^A-Z])+$").IsMatch(value);  }   public static bool IsAllUpperCase(string value)  {    return new Regex(@"^([^a-z])+$").IsMatch(value);  }} The StringCommon class is very simple with just two methods, but you know that the System.Text.RegularExpressions namespace is available in Silverlight and Windows Phone. Thus, you know that you may reuse this class in your Silverlight and Windows Phone projects. Here is the problem: if you create a Silverlight Class Library project and you right-click on that project in Solution Explorer and choose Add | Add Existing Item… from the menu, the class file StringCommon.cs will be copied from the original location and placed into the Silverlight Class Library project. You now have two files with the same code. If you want to change the code you will now need to change it in two places! This is a maintenance nightmare that you have just created. If you then add this to a Windows Phone Class Library project, you now have three places you need to modify the code! Add As LinkInstead of creating three separate copies of the same class file, you want to leave the original class file in its original location and just create a link to that file from the Silverlight and Windows Phone class libraries. Visual Studio will allow you to do this, but you need to do one additional step in the Add Existing Item dialog (see Figure 1). You will still right mouse click on the project and choose Add | Add Existing Item… from the menu. You will still highlight the file you want to add to your project, but DO NOT click on the Add button. Instead click on the drop down portion of the Add button and choose the “Add As Link” menu item. This will now create a link to the file on disk and will not copy the file into your new project. Figure 1: Add as Link will create a link, not copy the file over. When this linked file is added to your project, there will be a different icon next to that file in the Solution Explorer window. This icon signifies that this is a link to a file in another folder on your hard drive.   Figure 2: The Linked file will have a different icon to show it is a link. Of course, if you have code that will not work in Silverlight or Windows Phone -- because the code has dependencies on features of .NET that are not supported on those platforms – you  can always wrap conditional compilation code around the offending code so it will be removed when compiled in those class libraries. SummaryIn this short blog entry you learned how to reuse one of your class libraries from ASP.NET, Windows Forms or WPF applications in your Silverlight or Windows Phone class libraries. You can do this without creating a maintenance nightmare by using the “Add a Link” feature of the Add Existing Item dialog. Good Luck with your Coding,Paul Sheriff ** SPECIAL OFFER FOR MY BLOG READERS **Visit http://www.pdsa.com/Event/Blog for a free video on Silverlight entitled Silverlight XAML for the Complete Novice - Part 1.

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  • Override ToString() in your Classes

    - by psheriff
    One of the reasons I love teaching is because of the questions that I get from attendees. I was giving a presentation at DevConnections and was showing a collection of Product objects. When I hovered over the variable that contained the collection, it looked like Figure 2. As you can see in the collection, I have actual product names of my videos from www.pdsa.com/videos being displayed. To get your data to appear in the data tips you must override the ToString() method in your class. To illustrate this, take the following simple Product class shown below: public class Product{  public string ProductName { get; set; }  public int ProductId { get; set; }} This class does not have an override of the ToString() method so if you create a collection of Product objects you will end up with data tips that look like Figure 1. Below is the code I used to create a collection of Product objects. I have shortened the code in this blog, but you can get the full source code for this sample by following the instructions at the bottom of this blog entry. List<Product> coll = new List<Product>();Product prod; prod = new Product()  { ProductName = "From Zero to HTML 5 in 60 Minutes",     ProductId = 1 };coll.Add(prod);prod = new Product()   { ProductName = "Architecting Applications …",     ProductId = 2 };coll.Add(prod);prod = new Product()  { ProductName = "Introduction to Windows Phone Development",    ProductId = 3 };coll.Add(prod);prod = new Product()   { ProductName = "Architecting a Business  …",     ProductId = 4 };coll.Add(prod);......   Figure 1: Class without overriding ToString() Now, go back to the Product class and add an override of the ToString() method as shown in the code listed below: public class Product{  public string ProductName { get; set; }  public int ProductId { get; set; }   public override string ToString()  {    return ProductName;  }} In this simple sample, I am just returning the ProductName property. However, you can create a whole string of information if you wish to display more data in your data tips. Just concatenate any properties you want from your class and return that string. When you now run the application and hover over the collection object you will now see something that looks like Figure 2. Figure 2: Overriding ToString() in your Class Another place the ToString() override comes in handy is if you forget to use a DisplayMemberPath in your ListBox or ComboBox. The ToString() method is called automatically when a class is bound to a list control. Summary You should always override the ToString() method in your classes as this will help you when debugging your application. Seeing relevant data immediately in the data tip without having to drill down one more layer and maybe scroll through a complete list of properties should help speed up your development process. NOTE: You can download the sample code for this article by visiting my website at http://www.pdsa.com/downloads. Select “Tips & Tricks”, then select “Override ToString” from the drop down list.  

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  • Do we still have a case against the goto statement? [closed]

    - by FredOverflow
    Possible Duplicate: Is it ever worthwhile using goto? In a recent article, Andrew Koenig writes: When asked why goto statements are harmful, most programmers will say something like "because they make programs hard to understand." Press harder, and you may well hear something like "I don't really know, but that's what I was taught." For that reason, I'd like to summarize Dijkstra's arguments. He then shows two program fragments, one without a goto and and one with a goto: if (n < 0) n = 0; Assuming that n is a variable of a built-in numeric type, we know that after this code, n is nonnegative. Suppose we rewrite this fragment: if (n >= 0) goto nonneg; n = 0; nonneg: ; In theory, this rewrite should have the same effect as the original. However, rewriting has changed something important: It has opened the possibility of transferring control to nonneg from anywhere else in the program. I emphasized the part that I don't agree with. Modern languages like C++ do not allow goto to transfer control arbitrarily. Here are two examples: You cannot jump to a label that is defined in a different function. You cannot jump over a variable initialization. Now consider composing your code of tiny functions that adhere to the single responsibility principle: int clamp_to_zero(int n) { if (n >= 0) goto n_is_not_negative: n = 0; n_is_not_negative: return n; } The classic argument against the goto statement is that control could have transferred from anywhere inside your program to the label n_is_not_negative, but this simply is not (and was never) true in C++. If you try it, you will get a compiler error, because labels are scoped. The rest of the program doesn't even see the name n_is_not_negative, so it's just not possible to jump there. This is a static guarantee! Now, I'm not saying that this version is better then the one without the goto, but to make the latter as expressive as the first one, we would at least have to insert a comment, or even better yet, an assertion: int clamp_to_zero(int n) { if (n < 0) n = 0; // n is not negative at this point assert(n >= 0); return n; } Note that you basically get the assertion for free in the goto version, because the condition n >= 0 is already written in line 1, and n = 0; satisfies the condition trivially. But that's just a random observation. It seems to me that "don't use gotos!" is one of those dogmas like "don't use multiple returns!" that stem from a time where the real problem were functions of hundreds or even thousand of lines of code. So, do we still have a case against the goto statement, other than that it is not particularly useful? I haven't written a goto in at least a decade, but it's not like I was running away in terror whenever I encountered one. 1 Ideally, I would like to see a strong and valid argument against gotos that still holds when you adhere to established programming principles for clean code like the SRP. "You can jump anywhere" is not (and has never been) a valid argument in C++, and somehow I don't like teaching stuff that is not true. 1: Also, I have never been able to resurrect even a single velociraptor, no matter how many gotos I tried :(

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  • XNA 4.0 - Normal mapping shader - strange texture artifacts

    - by Taylor
    I recently started using custom shader. Shader can do diffuse and specular lighting and normal mapping. But normal mapping is causing really ugly artifacts (some sort of pixeling noise) for textures in greater distance. It looks like this: Image link This is HLSL code: // Matrix float4x4 World : World; float4x4 View : View; float4x4 Projection : Projection; //Textury texture2D ColorMap; sampler2D ColorMapSampler = sampler_state { Texture = <ColorMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; texture2D NormalMap; sampler2D NormalMapSampler = sampler_state { Texture = <NormalMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; // Light float4 AmbientColor : Color; float AmbientIntensity; float3 DiffuseDirection : LightPosition; float4 DiffuseColor : Color; float DiffuseIntensity; float4 SpecularColor : Color; float3 CameraPosition : CameraPosition; float Shininess; // The input for the VertexShader struct VertexShaderInput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : NORMAL0; float3 Binormal : BINORMAL0; float3 Tangent : TANGENT0; }; // The output from the vertex shader, used for later processing struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 View : TEXCOORD1; float3x3 WorldToTangentSpace : TEXCOORD2; }; // The VertexShader. VertexShaderOutput VertexShaderFunction(VertexShaderInput input, float3 Normal : NORMAL) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; output.WorldToTangentSpace[0] = mul(normalize(input.Tangent), World); output.WorldToTangentSpace[1] = mul(normalize(input.Binormal), World); output.WorldToTangentSpace[2] = mul(normalize(input.Normal), World); output.View = normalize(float4(CameraPosition,1.0) - worldPosition); return output; } // The Pixel Shader float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float4 color = tex2D(ColorMapSampler, input.TexCoord); float3 normalMap = 2.0 *(tex2D(NormalMapSampler, input.TexCoord)) - 1.0; normalMap = normalize(mul(normalMap, input.WorldToTangentSpace)); float4 normal = float4(normalMap,1.0); float4 diffuse = saturate(dot(-DiffuseDirection,normal)); float4 reflect = normalize(2*diffuse*normal-float4(DiffuseDirection,1.0)); float4 specular = pow(saturate(dot(reflect,input.View)), Shininess); return color * AmbientColor * AmbientIntensity + color * DiffuseIntensity * DiffuseColor * diffuse + color * SpecularColor * specular; } // Techniques technique Lighting { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } Any advice? Thanks!

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  • Collisions not working as intended

    - by Stan
    I'm making a game, it's a terraria-like game, with 20x20 blocks, and you can place and remove those blocks. Now, I am trying to write collisions, but it isn't working as I want, the collision succesfully stops the player from going through the ground, but, when I press a key like A + S, that means if I walk down and left (Noclip is on atm), my player will go into the ground, bug up, and exit the ground somewhere else in the level. I made a video of it. The red text means which buttons I am pressing. http://www.youtube.com/watch?v=mo4frZyNwOs You see, if I press A and S together, I go into the ground. Here is my collision code: Vector2 collisionDist, normal; private bool IsColliding(Rectangle body1, Rectangle body2) { normal = Vector2.Zero; Vector2 body1Centre = new Vector2(body1.X + (body1.Width / 2), body1.Y + (body1.Height / 2)); Vector2 body2Centre = new Vector2(body2.X + (body2.Width / 2), body2.Y + (body2.Height / 2)); Vector2 distance, absDistance; float xMag, yMag; distance = body1Centre - body2Centre; float xAdd = ((body1.Width) + (body2.Width)) / 2.0f; float yAdd = ((body1.Height) + (body2.Height)) / 2.0f; absDistance.X = (distance.X < 0) ? -distance.X : distance.X; absDistance.Y = (distance.Y < 0) ? -distance.Y : distance.Y; if (!((absDistance.X < xAdd) && (absDistance.Y < yAdd))) return false; xMag = xAdd - absDistance.X; yMag = yAdd - absDistance.Y; if (xMag < yMag) normal.X = (distance.X > 0) ? xMag : -xMag; else normal.Y = (distance.Y > 0) ? yMag : -yMag; return true; } private void PlayerCollisions() { foreach (Block blocks in allTiles) { collisionDist = Vector2.Zero; if (blocks.Texture != airTile && blocks.Texture != stoneDarkTexture && blocks.Texture != stoneDarkTextureSelected && blocks.Texture != airTileSelected && blocks.Texture != doorTexture && blocks.Texture != doorTextureSelected) { if (IsColliding(player.plyRect, blocks.tileRect)) { if (normal.Length() > collisionDist.Length()) { collisionDist = normal; } player.Position.X += collisionDist.X; player.Position.Y += collisionDist.Y; break; } } } } I got PlayerCollisions() running in my Update method. As you can see it works partly, but if it runs perfectly, it would be awesome, though I have no idea how to fix this problem. Help would be greatly appreciated. EDIT: If I remove the break; it works partly, then it is just the thing that it spasms when it hits two or more blocks at once, like, if I touch 2/3 blocks at once, it does twice the force up. How can I make it so that it only does the force for one block, so it stays correct, and does not spasm? Thanks.

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  • WIF, ASP.NET 4.0 and Request Validation

    - by Your DisplayName here!
    Since the response of a WS-Federation sign-in request contains XML, the ASP.NET built-in request validation will trigger an exception. To solve this, request validation needs to be turned off for pages receiving such a response message. Starting with ASP.NET 4.0 you can plug in your own request validation logic. This allows letting WS-Federation messages through, while applying all standard request validation to all other requests. The WIF SDK (v4) contains a sample validator that does exactly that: public class WSFedRequestValidator : RequestValidator {     protected override bool IsValidRequestString(       HttpContext context,       string value,       RequestValidationSource requestValidationSource,       string collectionKey,       out int validationFailureIndex)     {         validationFailureIndex = 0;         if ( requestValidationSource == RequestValidationSource.Form &&              collectionKey.Equals(                WSFederationConstants.Parameters.Result,                StringComparison.Ordinal ) )         {             SignInResponseMessage message =               WSFederationMessage.CreateFromFormPost(context.Request)                as SignInResponseMessage;             if (message != null)             {                 return true;             }         }         return base.IsValidRequestString(           context,           value,           requestValidationSource,           collectionKey,           out validationFailureIndex );     } } Register this validator via web.config: <httpRuntime requestValidationType="WSFedRequestValidator" />

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  • xna orbit camera troubles

    - by user17753
    I have a Model named cube to which I load in LoadContent(): cube = Content.Load<Model>("untitled");. In the Draw Method I call DrawModel: private void DrawModel(Model m, Matrix world) { foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = camera.View; effect.Projection = camera.Projection; effect.World = world; } mesh.Draw(); } } camera is of the Camera type, a class I've setup. Right now it is instantiated in the initialization section with the graphics aspect ratio and the translation (world) vector of the model, and the Draw loop calls the camera.UpdateCamera(); before drawing the models. class Camera { #region Fields private Matrix view; // View Matrix for Camera private Matrix projection; // Projection Matrix for Camera private Vector3 position; // Position of Camera private Vector3 target; // Point camera is "aimed" at private float aspectRatio; //Aspect Ratio for projection private float speed; //Speed of camera private Vector3 camup = Vector3.Up; #endregion #region Accessors /// <summary> /// View Matrix of the Camera -- Read Only /// </summary> public Matrix View { get { return view; } } /// <summary> /// Projection Matrix of the Camera -- Read Only /// </summary> public Matrix Projection { get { return projection; } } #endregion /// <summary> /// Creates a new Camera. /// </summary> /// <param name="AspectRatio">Aspect Ratio to use for the projection.</param> /// <param name="Position">Target coord to aim camera at.</param> public Camera(float AspectRatio, Vector3 Target) { target = Target; aspectRatio = AspectRatio; ResetCamera(); } private void Rotate(Vector3 Axis, float Amount) { position = Vector3.Transform(position - target, Matrix.CreateFromAxisAngle(Axis, Amount)) + target; } /// <summary> /// Resets Default Values of the Camera /// </summary> private void ResetCamera() { speed = 0.05f; position = target + new Vector3(0f, 20f, 20f); projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspectRatio, 0.5f, 100f); CalculateViewMatrix(); } /// <summary> /// Updates the Camera. Should be first thing done in Draw loop /// </summary> public void UpdateCamera() { Rotate(Vector3.Right, speed); CalculateViewMatrix(); } /// <summary> /// Calculates the View Matrix for the camera /// </summary> private void CalculateViewMatrix() { view = Matrix.CreateLookAt(position,target, camup); } I'm trying to create the camera so that it can orbit the center of the model. For a test I am calling Rotate(Vector3.Right, speed); but it rotates almost right but gets to a point where it "flips." If I rotate along a different axis Rotate(Vector3.Up, speed); everything seems OK in that direction. So I guess, can someone tell me what I'm not accounting for in the above code I wrote? Or point me to an example of an orbiting camera that can be fixed on an arbitrary point?

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  • [Silverlight] How to watermark a WriteableBitmap with a text

    - by Benjamin Roux
    Hello, In my current project, I needed to watermark a WriteableBitmap with a text. As I couldn’t find anything I decided to create a small extension method to do so. public static class WriteableBitmapEx { /// <summary> /// Creates a watermark on the specified image /// </summary> /// <param name="input">The image to create the watermark from</param> /// <param name="watermark">The text to watermark</param> /// <param name="color">The color - default is White</param> /// <param name="fontSize">The font size - default is 50</param> /// <param name="opacity">The opacity - default is 0.25</param> /// <param name="hasDropShadow">Specifies if a drop shadow effect must be added - default is true</param> /// <returns>The watermarked image</returns> public static WriteableBitmap Watermark(this WriteableBitmap input, string watermark, Color color = default(Color), double fontSize = 50, double opacity = 0.25, bool hasDropShadow = true) { var watermarked = GetTextBitmap(watermark, fontSize, color == default(Color) ? Colors.White : color, opacity, hasDropShadow); var width = watermarked.PixelWidth; var height = watermarked.PixelHeight; var result = input.Clone(); var position = new Rect(input.PixelWidth - width - 20 /* right margin */, input.PixelHeight - height, width, height); result.Blit(position, watermarked, new Rect(0, 0, width, height)); return result; } /// <summary> /// Creates a WriteableBitmap from a text /// </summary> /// <param name="text"></param> /// <param name="fontSize"></param> /// <param name="color"></param> /// <param name="opacity"></param> /// <param name="hasDropShadow"></param> /// <returns></returns> private static WriteableBitmap GetTextBitmap(string text, double fontSize, Color color, double opacity, bool hasDropShadow) { TextBlock txt = new TextBlock(); txt.Text = text; txt.FontSize = fontSize; txt.Foreground = new SolidColorBrush(color); txt.Opacity = opacity; if (hasDropShadow) txt.Effect = new DropShadowEffect(); WriteableBitmap bitmap = new WriteableBitmap((int)txt.ActualWidth, (int)txt.ActualHeight); bitmap.Render(txt, null); bitmap.Invalidate(); return bitmap; } } For this code to run, you need the WritableBitmapEx library. As you can see, it’s quite simple. You just need to call the Watermark method and pass it the text you want to add in your image. You can also pass optional parameters like the color, the opacity, the fontsize or if you want a drop shadow effect. I could have specify other parameters like the position or the the font family but you can change the code if you need to. Here’s what it can give Hope this helps.

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  • jqGrid - customizing the multi-select option (restrict single selection and adding custom events)

    - by Renso
    Goal: Using the jgGrid to enable a selection of a checkbox for row selection - which is easy to set in the jqGrid - but also only allowing a single row to be selectable at a time while adding events based on whether the row was selected or de-selected. Environment: jQuery 1.4.4 jqGrid 3.4.4a Issue: The jqGrid does not support the option to restrict the multi-select to only allow for a single selection. You may ask, why bother with the multi-select checkbox function if you only want to allow for the selection of a single row? Good question, as an example, you want to reserve the selection of a row to trigger another kind of event and use the checkbox multi-select to handle a different kind of event; in other words, when I select the row I want something entirely different to happen than when I select to check off the checkbox for that row. Also the setSelection method of the jqGrid is a toggle and has no support for determining whether the checkbox has already been selected or not, So it will simply act as a switch - which it is designed to do - but with no way out of the box to only check off the box (as in not to de-select) rather than act like a switch. Furthermore, the getGridParam('selrow') does not indicate if the row was selected or de-selected, which seems a bit strange and is the main reason for this blog post. Solution: How this will act: When you check off a multi-select checkbox in the gird, and then commence to select another row by checking off that row's multi-select checkbox - I'm not talking there about clicking on the row but using the grid's multi-select checkbox - it will de-select the previous selection so that you are always left with only a single selection. Furthermore, once you select or de-select a multi-select checkbox, fire off an event that will be determined by whether or not the row was selected or de-selected, not just merely clicked on. So if I de-select the row do one thing but when selecting it do another. Implementation (this of course is only a partial code snippet):             multiselect: true,             multiboxonly: true,             onSelectRow: function (rowId) {                 var gridSelRow = $(item).getGridParam('selrow');                 var s;                 s = $(item).getGridParam('selarrrow');                 if (!s || !s[0]) {                     $(item).resetSelection();                     $('#productLineDetails').fadeOut();                     lastsel = null;                     return;                 }                 var selected = $.inArray(rowId, s) != -1;                 if (selected) {                     $('#productLineDetails').show();                 }                 else {                     $('#productLineDetails').fadeOut();                 }                 if (rowId && rowId !== lastsel && selected) {                     $(item).GridToForm(gridSelRow, '#productLineDetails');                     if (lastsel) $(item).setSelection(lastsel, false);                 }                 lastsel = rowId;             }, In the example code above: The "item" property is the id of the jqGrid. The following to settings ensure that the jqGrid will add the new column to select rows with a checkbox and also the not allow for the selection by clicking on the row but to force the user to have to click on the multi-select checkbox to select the row: multiselect: true, multiboxonly: true, Unfortunately the var gridSelRow = $(item).getGridParam('selrow') function will only return the row the user clicked on or rather that the row's checkbox was clicked on and NOT whether or not it was selected nor de-selected, but it retrieves the row id, which is what we will need. The following piece get's all rows that have been selected so far, as in have a checked off multi-select checkbox: var s; s = $(item).getGridParam('selarrrow'); Now determine if the checkbox the user just clicked on was selected or de-selected: var selected = $.inArray(rowId, s) != -1; If it was selected then show a container "#productLineDetails", if not hide that container away. The following instruction populates a form with the grid data using the built-in GridToForm method (just mentioned here as an example) ONLY if the row has been selected and NOT de-selected but more importantly to de-select any other multi-select checkbox that may have been selected: if (rowId && rowId !== lastsel && selected) {                     $(item).GridToForm(gridSelRow, '#productLineDetails');                     if (lastsel) $(item).setSelection(lastsel, false); }

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  • Code Contracts: validating arrays and collections

    - by DigiMortal
    Validating collections before using them is very common task when we use built-in generic types for our collections. In this posting I will show you how to validate collections using code contracts. It is cool how much awful looking code you can avoid using code contracts. Failing code Let’s suppose we have method that calculates sum of all invoices in collection. We have class Invoice and one of properties it has is Sum. I don’t introduce here any complex calculations on invoices because we have another problem to solve in this topic. Here is our code. public static decimal CalculateTotal(IList<Invoice> invoices) {     var sum = invoices.Sum(p => p.Sum);     return sum; } This method is very simple but it fails when invoices list contains at least one null. Of course, we can test if invoice is null but having nulls in lists like this is not good idea – it opens green way for different coding bugs in system. Our goal is to react to bugs ASAP at the nearest place they occur. There is one more way how to make our method fail. It happens when invoices is null. I thing it is also one common bugs during development and it even happens in production environments under some conditions that are usually hardly met. Now let’s protect our little calculation method with code contracts. We need two contracts: invoices cannot be null invoices cannot contain any nulls Our first contract is easy but how to write the second one? Solution: Contract.ForAll Preconditions in code are checked using Contract.Ensures method. This method takes boolean value as argument that sais if contract holds or not. There is also method Contract.ForAll that takes collection and predicate that must hold for that collection. Nice thing is ForAll returns boolean. So, we have very simple solution. public static decimal CalculateTotal(IList<Invoice> invoices) {     Contract.Requires(invoices != null);     Contract.Requires(Contract.ForAll<Invoice>(invoices, p => p != null));       var sum = invoices.Sum(p => p.Sum);     return sum; } And here are some lines of code you can use to test the contracts quickly. var invoices = new List<Invoice>(); invoices.Add(new Invoice()); invoices.Add(null); invoices.Add(new Invoice()); //CalculateTotal(null); CalculateTotal(invoices); If your code is covered with unit tests then I suggest you to write tests to check that these contracts hold for every code run. Conclusion Although it seemed at first place that checking all elements in collection may end up with for-loops that does not look so nice we were able to solve our problem nicely. ForAll method of contract class offered us simple mechanism to check collections and it does it smoothly the code-contracts-way. P.S. I suggest you also read devlicio.us blog posting Validating Collections with Code Contracts by Derik Whittaker.

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  • Thoughts on C# Extension Methods

    - by Damon
    I'm not a huge fan of extension methods.  When they first came out, I remember seeing a method on an object that was fairly useful, but when I went to use it another piece of code that method wasn't available.  Turns out it was an extension method and I hadn't included the appropriate assembly and imports statement in my code to use it.  I remember being a bit confused at first about how the heck that could happen (hey, extension methods were new, cut me some slack) and it took a bit of time to track down exactly what it was that I needed to include to get that method back.  I just imagined a new developer trying to figure out why a method was missing and fruitlessly searching on MSDN for a method that didn't exist and it just didn't sit well with me. I am of the opinion that if you have an object, then you shouldn't have to include additional assemblies to get additional instance level methods out of that object.  That opinion applies to namespaces as well - I do not like it when the contents of a namespace are split out into multiple assemblies.  I prefer to have static utility classes instead of extension methods to keep things nicely packaged into a cohesive unit.  It also makes it abundantly clear where utility methods are used in code.  I will concede, however, that it can make code a bit more verbose and lengthy.  There is always a trade-off. Some people harp on extension methods because it breaks the tenants of object oriented development and allows you to add methods to sealed classes.  Whatever.  Extension methods are just utility methods that you can tack onto an object after the fact.  Extension methods do not give you any more access to an object than the developer of that object allows, so I say that those who cry OO foul on extension methods really don't have much of an argument on which to stand.  In fact, I have to concede that my dislike of them is really more about style than anything of great substance. One interesting thing that I found regarding extension methods is that you can call them on null objects. Take a look at this extension method: namespace ExtensionMethods {   public static class StringUtility   {     public static int WordCount(this string str)     {       if(str == null) return 0;       return str.Split(new char[] { ' ', '.', '?' },         StringSplitOptions.RemoveEmptyEntries).Length;     }   }   } Notice that the extension method checks to see if the incoming string parameter is null.  I was worried that the runtime would perform a check on the object instance to make sure it was not null before calling an extension method, but that is apparently not the case.  So, if you call the following code it runs just fine. string s = null; int words = s.WordCount(); I am a big fan of things working, but this seems to go against everything I've come to know about instance level methods.  However, an extension method is really a static method masquerading as an instance-level method, so I suppose it would be far more frustrating if it failed since there is really no reason it shouldn't succeed. Although I'm not a fan of extension methods, I will say that if you ever find yourself at an impasse with a die-hard fan of either the utility class or extension method approach, then there is a common ground.  Extension methods are defined in static classes, and you call them from those static classes as well as directly from the objects they extend.  So if you build your utility classes using extension methods, then you can have it your way and they can have it theirs. 

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  • How do I get FEATURE_LEVEL_9_3 to work with shaders in Direct3D11?

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • NetBeans Java Hints: Quick & Dirty Guide

    - by Geertjan
    In NetBeans IDE 7.2, a new wizard will be found in the "Module Development" category in the New File dialog, for creating new Java Hints. Select a package in a NetBeans module project. Right click, choose New/Other.../Module Development/Java Hint: You'll then see this: Fill in: Class Name: the name of the class that should be generated. E.g. "Example". Hint Display Name: the display name of the hint itself (as will appear in Tools/Options). E.g. "Example Hint". Warning Message: the warning that should be produced by the hint. E.g. "Something wrong is going on". Hint Description: a longer description of the hint, will appear in Tools/Options and eventually some other places. E.g. "This is an example hint that warns about an example problem." Will also provide an Automatic Fix: whether the hint will provide some kind of transformation. E.g. "yes". Fix Display Name: the display name of such a fix/transformation. E.g. "Fix the problem". Click Finish. Should generate "Example.java", the hint itself: import com.sun.source.util.TreePath; import org.netbeans.api.java.source.CompilationInfo; import org.netbeans.spi.editor.hints.ErrorDescription; import org.netbeans.spi.editor.hints.Fix; import org.netbeans.spi.java.hints.ConstraintVariableType; import org.netbeans.spi.java.hints.ErrorDescriptionFactory; import org.netbeans.spi.java.hints.Hint; import org.netbeans.spi.java.hints.HintContext; import org.netbeans.spi.java.hints.JavaFix; import org.netbeans.spi.java.hints.TriggerPattern; import org.openide.util.NbBundle.Messages; @Hint(displayName = "DN_com.bla.Example", description = "DESC_com.bla.Example", category = "general") //NOI18N @Messages({"DN_com.bla.Example=Example Hint", "DESC_com.bla.Example=This is an example hint that warns about an example problem."}) public class Example { @TriggerPattern(value = "$str.equals(\"\")", //Specify a pattern as needed constraints = @ConstraintVariableType(variable = "$str", type = "java.lang.String")) @Messages("ERR_com.bla.Example=Something wrong is going on") public static ErrorDescription computeWarning(HintContext ctx) { Fix fix = new FixImpl(ctx.getInfo(), ctx.getPath()).toEditorFix(); return ErrorDescriptionFactory.forName(ctx, ctx.getPath(), Bundle.ERR_com.bla_Example(), fix); } private static final class FixImpl extends JavaFix { public FixImpl(CompilationInfo info, TreePath tp) { super(info, tp); } @Override @Messages("FIX_com.bla.Example=Fix the problem") protected String getText() { return Bundle.FIX_com_bla_Example(); } @Override protected void performRewrite(TransformationContext ctx) { //perform the required transformation } } } Should also generate "ExampleTest.java", a test for it. Unfortunately, the wizard infrastructure is not capable of handling changes related to test dependencies. So the ExampleTest.java has a todo list at its begining: /* TODO to make this test work:  - add test dependency on Java Hints Test API (and JUnit 4)  - to ensure that the newest Java language features supported by the IDE are available,   regardless of which JDK you build the module with:  -- for Ant-based modules, add "requires.nb.javac=true" into nbproject/project.properties  -- for Maven-based modules, use dependency:copy in validate phase to create   target/endorsed/org-netbeans-libs-javacapi-*.jar and add to endorseddirs   in maven-compiler-plugin configuration  */Warning: if this is a project for which tests never existed before, you may need to close&reopen the project, so that "Unit Test Libraries" node appears - a bug in apisupport projects, as far as I can tell.  Thanks to Jan Lahoda for the above rough guide.

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  • 10 Steps to access Oracle stored procedures from Crystal Reports

    Requirements to access Oracle stored procedures from CR The following requirements must be met in order for CR to access an Oracle stored procedure: 1. You must create a package that defines the REF CURSOR. This REF CURSOR must be strongly bound to a static pre-defined structure (see Strongly Bound REF CURSORs vs Weakly Bound REF CURSORs). This package must be created separately and before the creation of the stored procedure. NOTE Crystal Reports 9 native connections will support Oracle stored procedures created within packages as well as Oracle stored procedures referencing weakly bound REF CURSORs. Crystal Reports 8.5 native connections will support Oracle stored procedures referencing weakly bound REF CURSORs. 2. The procedure must have a parameter that is a REF CURSOR type. This is because CR uses this parameter to access and define the result set that the stored procedure returns. 3. The REF CURSOR parameter must be defined as IN OUT (read/write mode). After the procedure has opened and assigned a query to the REF CURSOR, CR will perform a FETCH call for every row from the query's result. This is why the parameter must be defined as IN OUT. 4. Parameters can only be input (IN) parameters. CR is not designed to work with OUT parameters. 5. The REF CURSOR variable must be opened and assigned its query within the procedure. 6. The stored procedure can only return one record set. The structure of this record set must not change, based on parameters. 7. The stored procedure cannot call another stored procedure. 8. If using an ODBC driver, it must be the CR Oracle ODBC driver (installed by CR). Other Oracle ODBC drivers (installed by Microsoft or Oracle) may not function correctly. 9. If you are using the CR ODBC driver, you must ensure that in the ODBC Driver Configuration setup, under the Advanced Tab, the option 'Procedure Return Results' is checked ON. 10. If you are using the native Oracle driver and using hard-coded date selection within the procedure, the date selection must use either a string representation format of 'YYYY-DD-MM' (i.e. WHERE DATEFIELD = '1999-01-01') or the TO_DATE function with the same format specified (i.e. WHERE DATEFIELD = TO_DATE ('1999-01-01','YYYY-MM-DD'). For more information, refer to kbase article C2008023. 11. Most importantly, this stored procedure must execute successfully in Oracle's SQL*Plus utility. If all of these conditions are met, you must next ensure you are using the appropriate database driver. Please refer to the sections in this white paper for a list of acceptable database drivers. span.fullpost {display:none;}

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  • How To Customize Wallpaper in Windows 7 Starter Edition

    - by Asian Angel
    If you have the Starter Edition of Windows 7 installed on your netbook you may be sick of looking at the default wallpaper. With Starter Background Changer you can access other customization options with ease. Before There is not a lot that you can say about the singular default wallpaper included with the Starter Edition…it just kind of sits there all boring like. Installing Starter Background Changer Since the installer part of the program is in French we have the entire set of install windows shown here with the appropriate buttons highlighted to get you through the whole process without any problems. Using Starter Background Changer Once the installation process has finished you will simply see a quiet screen with no desktop icons or Start Menu entries visible. Now if you are wondering at this point “Did the program finish installing or did it install at all?” the answer is yes. Right click on your desktop and you will notice a new entry on the Context Menu…the same one that is included in the other editions but not Starter. Time to have some fun… The Personalization Window will open maximized but we have reduced it here for our screenshots. You have four regular categories to choose from in the lower part of the window: Wallpaper, Colors, Sounds, & Screensavers. The first category that we chose for our example was Wallpaper. As you can see here the main display area (My Collection) has no wallpapers showing at the moment. You can use the drop-down menu to access your My Pictures Folder or browse for a different location. Notice that you can choose how the image fills the screen and set up a timed wallpaper slideshow at the bottom. Any picture (or pictures) selected will be added to the My Collection display for easy access the next time you open the window. Once you choose a picture click on Validate the modification to set the wallpaper for your desktop and return to the main window. When you return to the main window you will see a preview for your selection. At this point you can simply close the window or make further adjustments in the other categories. Starter Background Changer provides easy one-stop access to other customization areas. We started off with Colors… Followed by Sounds… And finally Screensavers. Before you do close the main window you can take a quick look at the Options if desired. We did set Optimization of the images to High on our system. Quick and easy wallpaper satisfaction. We did pin the Program Window to our Taskbar…nice if you prefer this method as opposed to the Desktop Context Menu. Conclusion If you have been longing for a way to change the wallpaper in Windows 7 Starter Edition then you will definitely want to give this program a try. Goodbye boring default wallpaper! For more wonderful ways to customize your Windows 7 Started Edition be sure to read our article here. Links Download Starter Background Changer Similar Articles Productive Geek Tips Awesome Desktop Wallpapers: The Windows 7 EditionWindows 7 Welcome Screen Taking Forever? Here’s the Fix (Maybe)Desktop Fun: Starship Theme WallpapersDesktop Fun: Starscape Theme WallpapersDesktop Fun: Fantasy Theme Wallpapers TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Office 2010 reviewed in depth by Ed Bott FoxClocks adds World Times in your Statusbar (Firefox) Have Fun Editing Photo Editing with Citrify Outlook Connector Upgrade Error Gadfly is a cool Twitter/Silverlight app Enable DreamScene in Windows 7

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  • Collision between sprites in game programming?

    - by Lyn Maxino
    I've since just started coding for an android game using eclipse. I've read Beginning Android Game Programming and various other e-books. Recently, I've encountered a problem with collision between sprites. I've used this code template for my program. package com.project.CAI_test; import java.util.Random; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Rect; public class Sprite { // direction = 0 up, 1 left, 2 down, 3 right, // animation = 3 back, 1 left, 0 front, 2 right int[] DIRECTION_TO_ANIMATION_MAP = { 3, 1, 0, 2 }; private static final int BMP_ROWS = 4; private static final int BMP_COLUMNS = 3; private static final int MAX_SPEED = 5; private GameView gameView; private Bitmap bmp; private int x = 0; private int y = 0; private int xSpeed; private int ySpeed; private int currentFrame = 0; private int width; private int height; public Sprite(GameView gameView, Bitmap bmp) { this.width = bmp.getWidth() / BMP_COLUMNS; this.height = bmp.getHeight() / BMP_ROWS; this.gameView = gameView; this.bmp = bmp; Random rnd = new Random(); x = rnd.nextInt(gameView.getWidth() - width); y = rnd.nextInt(gameView.getHeight() - height); xSpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; ySpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; } private void update() { if (x >= gameView.getWidth() - width - xSpeed || x + xSpeed <= 0) { xSpeed = -xSpeed; } x = x + xSpeed; if (y >= gameView.getHeight() - height - ySpeed || y + ySpeed <= 0) { ySpeed = -ySpeed; } y = y + ySpeed; currentFrame = ++currentFrame % BMP_COLUMNS; } public void onDraw(Canvas canvas) { update(); int srcX = currentFrame * width; int srcY = getAnimationRow() * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bmp, src, dst, null); } private int getAnimationRow() { double dirDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2); int direction = (int) Math.round(dirDouble) % BMP_ROWS; return DIRECTION_TO_ANIMATION_MAP[direction]; } public boolean isCollition(float x2, float y2) { return x2 > x && x2 < x + width && y2 > y && y2 < y + height; } } The above code only detects collision between the generated sprites and the surface border. What I want to achieve is a collision detection that is controlled by the update function without having to change much of the coding. Probably several lines placed in the update() function. Tnx for any comment/suggestion.

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