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  • writing 3d game [closed]

    - by user1432980
    I want to write a game as my final year diploma project.(I'm a 4th-year-student now so I've got a year and several months). But I don't know what to choose: either write my own game engine using DirectX9(10)(I don't like OpenGL) or use OGRE + PhysX(Don't like Unity) I'm more interested in writing my own game engine(but I wonder if I'll create engine on the same level as even Unreal 1.0 hah) but on the other side with PhysX I'll have advanced physics in my game and with OGRE I'll have good grahics. For 3d models I want to use Maya. What do you advise me to choose? As for me I've got a little DirectX experience,not bad C++ programming skills(but not expert's) and a little knowledge of Maya. My English isn't perfect either hah...

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  • Android / IPhone / Desktop C++ Game Template

    - by OriginalDaemon
    I was wondering if anyone has come across any articles detailing how to set up a basic game in C++ for use in Android / IPhone / Desktop applications. My thoughts just now are that I would like to make my game as a library and have a different project for each device which just interfaces with this library. You know the kind of thing, bootstrap the program, call some library initialize, load and run routines and occasionally pass some information to the library like input. I was hoping someone would have made a template for this kind of thing but I just had no luck finding one. It seems to me that it's the kind of thing you really only have to do once, so I was hoping someone would have done it for me already.

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  • How to localize an app on Google App Engine?

    - by Petri Pennanen
    What options are there for localizing an app on Google App Engine? How do you do it using Webapp, Django, web2py or [insert framework here]. 1. Readable URLs and entity key names Readable URLs are good for usability and search engine optimization (Stack Overflow is a good example on how to do it). On Google App Engine, key based queries are recommended for performance reasons. It follows that it is good practice to use the entity key name in the URL, so that the entity can be fetched from the datastore as quickly as possible. Currently I use the function below to create key names: import re import unicodedata def urlify(unicode_string): """Translates latin1 unicode strings to url friendly ASCII. Converts accented latin1 characters to their non-accented ASCII counterparts, converts to lowercase, converts spaces to hyphens and removes all characters that are not alphanumeric ASCII. Arguments unicode_string: Unicode encoded string. Returns String consisting of alphanumeric (ASCII) characters and hyphens. """ str = unicodedata.normalize('NFKD', unicode_string).encode('ASCII', 'ignore') str = re.sub('[^\w\s-]', '', str).strip().lower() return re.sub('[-\s]+', '-', str) This works fine for English and Swedish, however it will fail for non-western scripts and remove letters from some western ones (like Norwegian and Danish with their œ and ø). Can anyone suggest a method that works with more languages? 2. Translating templates Does Django internationalization and localization work on Google App Engine? Are there any extra steps that must be performed? Is it possible to use Django i18n and l10n for Django templates while using Webapp? The Jinja2 template language provides integration with Babel. How well does this work, in your experience? What options are avilable for your chosen template language? 3. Translated datastore content When serving content from (or storing it to) the datastore: Is there a better way than getting the *accept_language* parameter from the HTTP request and matching this with a language property that you have set with each entity?

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  • Elegant way for a recursive C++ template to do something different with the leaf class?

    - by Costas
    I have a C++ class template that makes an Array of pointers. This also gets typedefed to make Arrays of Arrays and so on: typedef Array<Elem> ElemArray; typedef Array<ElemArray> ElemArrayArray; typedef Array<ElemArrayArray> ElemArrayArrayArray; I would like to be able to set one leaf node from another by copying the pointer so they both refer to the same Elem. But I also want to be able to set one Array (or Array of Arrays etc) from another. In this case I don't want to copy the pointers, I want to keep the arrays seperate and descend into each one until I get to the leaf node, at where I finally copy the pointers. I have code that does this (below). When you set something in an Array it calls a CopyIn method to do the copying. But because this is templated it also has to call the CopyIn method on the leaf class, which means I have to add a dummy method to every leaf class that just returns false. I have also tried adding a flag to the template to tell it whether it contains Arrays or not, and so whether to call the CopyIn method. This works fine - the CopyIn method of the leaf nodes never gets called, but it still has to be there for the compile to work! Is there a better way to do this? #include <stdio.h> class Elem { public: Elem(int v) : mI(v) {} void Print() { printf("%d\n",mI); } bool CopyIn(Elem *v) { return false; } int mI; }; template < typename T > class Array { public: Array(int size) : mB(0), mN(size) { mB = new T* [size]; for (int i=0; i<mN; i++) mB[i] = new T(mN); } ~Array() { for (int i=0; i<mN; i++) delete mB[i]; delete [] mB; } T* Get(int i) { return mB[i]; } void Set(int i, T* v) { if (! mB[i]->CopyIn(v) ) { // its not an array, so copy the pointer mB[i] = v; } } bool CopyIn(Array<T>* v) { for (int i=0; i<mN; i++) { if (v && i < v->mN ) { if ( ! mB[i]->CopyIn( v->mB[i] )) { // its not an array, so copy the pointer mB[i] = v->mB[i]; } } else { mB[i] = 0; } } return true; // we did the copy, no need to copy pointer } void Print() { for (int i=0; i<mN; i++) { printf("[%d] ",i); mB[i]->Print(); } } private: T **mB; int mN; }; typedef Array<Elem> ElemArray; typedef Array<ElemArray> ElemArrayArray; typedef Array<ElemArrayArray> ElemArrayArrayArray; int main () { ElemArrayArrayArray* a = new ElemArrayArrayArray(2); ElemArrayArrayArray* b = new ElemArrayArrayArray(3); // In this case I need to copy the pointer to the Elem into the ElemArrayArray a->Get(0)->Get(0)->Set(0, b->Get(0)->Get(0)->Get(0)); // in this case I need go down through a and b until I get the to Elems // so I can copy the pointers a->Set(1,b->Get(2)); b->Get(0)->Get(0)->Get(0)->mI = 42; // this will also set a[0,0,0] b->Get(2)->Get(1)->Get(1)->mI = 96; // this will also set a[1,1,1] // should be 42,2, 2,2, 3,3, 3,96 a->Print(); }

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  • Best depth sorting method for a Top Down 2D game using a 3D physics engine

    - by Alic44
    I've spent many days googling this and still have issues with my game engine I'd like to ask about, which I haven't seen addressed before. I think the problem is that my game is an unusual combination of a completely 2D graphical approach using XNA's SpriteBatch, and a completely 3D engine (the amazing BEPU physics engine) with rotation mostly disabled. In essence, my question is similar to this one (the part about "faux 3D"), but the difference is that in my game, the player as well as every other creature is represented by 3D objects, and they can all jump, pick up other objects, and throw them around. What this means is that sorting by one value, such as a Z position (how far north/south a character is on the screen) won't work, because as soon as a smaller creature jumps on top of a larger creature, or a box, and walks backwards, the moment its z value is less than that other creature, it will appear to be behind the object it is actually standing on. I actually originally solved this problem by splitting every object in the game into physics boxes which MUST have a Y height equal to their Z depth. I then based the depth sorting value on the object's y position (how high it is off the ground) PLUS its z position (how far north or south it is on the screen). The problem with this approach is that it requires all moving objects in the game to be split graphically into chunks which match up with a physical box which has its y dimension equal to its z dimension. Which is stupid. So, I got inspired last night to rewrite with a fresh approach. My new method is a little more complex, but I think a little more sane: every object which needs to be sorted by depth in the game exposes the interface IDepthDrawable and is added to a list owned by the DepthDrawer object. IDepthDrawable contains: public interface IDepthDrawable { Rectangle Bounds { get; } //possibly change this to a class if struct copying of the xna Rectangle type becomes an issue DepthDrawShape DepthShape { get; } void Draw(SpriteBatch spriteBatch); } The Bounds Rectangle of each IDepthDrawable object represents the 2D Axis-Aligned Bounding Box it will take up when drawn to the screen. Anything that doesn't intersect the screen will be culled at this stage and the remaining on-screen IDepthDrawables will be Bounds tested for intersections with each other. This is where I get a little less sure of what I'm doing. Each group of collisions will be added to a list or other collection, and each list will sort itself based on its DepthShape property, which will have access to the object-to-be-drawn's physics information. For starting out, lets assume everything in the game is an axis aligned 3D Box shape. Boxes are pretty easy to sort. Something like: if (depthShape1.Back > depthShape2.Front) //if depthShape1 is in front of depthShape2. //depthShape1 goes on top. else if (depthShape1.Bottom > depthShape2.Top) //if depthShape1 is above depthShape2. //depthShape1 goes on top. //if neither of these are true, depthShape2 must be in front or above. So, by sorting draw order by several different factors from the physics engine, I believe I can get a really correct draw order. My question is, is this a good way of going about this, or is there some tried and true, tested way which is completely different and has somehow completely eluded me on the internets? And, if this does seem like a good way to remake my draw order sorting, what's the right sorting algorithm for reordering the Bounds Rectangle collision lists, and how do you deal with a Bounds Rectangle colliding with two different object which don't collide with eachother. I know these are solved problems, but I've only been programming for a year so any specific input here will be greatly appreciated. Thanks for reading this far, ye who made it -- sorry it was so long!

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  • MVC Razor Engine For Beginners Part 1

    - by Humprey Cogay, C|EH, E|CSA
    I. What is MVC? a. http://www.asp.net/mvc/tutorials/older-versions/overview/asp-net-mvc-overview II. Software Requirements for this tutorial a. Visual Studio 2010/2012. You can get your free copy here Microsoft Visual Studio 2012 b. MVC Framework Option 1 - Install using a standalone installer http://www.microsoft.com/en-us/download/details.aspx?id=30683 Option 2 - Install using Web Platform Installer http://www.microsoft.com/web/handlers/webpi.ashx?command=getinstallerredirect&appid=MVC4VS2010_Loc III. Creating your first MVC4 Application a. On the Visual Studio click file new solution link b. Click Other Project Type>Visual Studio Solutions and on the templates window select blank solution and let us name our solution MVCPrimer. c. Now Click File>New and select Project d. Select Visual C#>Web> and select ASP.NET MVC 4 Web Application and Enter MyWebSite as Name e. Select Empty, Razor as view engine and uncheck Create a Unit test project f. You can now view a basic MVC 4 Application Structure on your solution explorer g. Now we will add our first controller by right clicking on the controllers folder on your solution explorer and select Add>Controller h. Change the name of the controller to HomeController and under the scaffolding options select Empty MVC Controller. i. You will now see a basic controller with an Index method that returns an ActionResult j. We will now add a new View Folder for our Home Controller. Right click on the views folder on your solution explorer and select Add> New Folder> and name this folder Home k. Add a new View by right clicking on Views>Home Folder and select Add View. l. Name the view Index, and select Razor(CSHTML) as View Engine, All checkbox should be unchecked for now and click add. m. Relationship between our HomeController and Home Views Sub Folder n. Add new HTML Contents to our newly created Index View o. Press F5 to run our MVC Application p. We will create our new model, Right click on the models folder of our solution explorer and select Add> Class. q. Let us name our class Customer r. Edit the Customer class with the following code s. Open the HomeController by double clickin HomeController of our Controllers folder and edit the HomeControllerusing System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Mvc;   namespace MyWebSite.Controllers {     public class HomeController : Controller     {         //         // GET: /Home/           public ActionResult Index()         {             return View();         }           public ActionResult ListCustomers()         {             List<Models.Customer> customers = new List<Models.Customer>();               //Add First Customer to Our Collection             customers.Add(new Models.Customer()                     {                         Id = 1,                         CompanyName = "Volvo",                         ContactNo = "123-0123-0001",                         ContactPerson = "Gustav Larson",                         Description = "Volvo Car Corporation, or Volvo Personvagnar AB, is a Scandinavian automobile manufacturer founded in 1927"                     });                 //Add Second Customer to Our Collection             customers.Add(new Models.Customer()                     {                         Id = 2,                         CompanyName = "BMW",                         ContactNo = "999-9876-9898",                         ContactPerson = "Franz Josef Popp",                         Description = "Bayerische Motoren Werke AG,  (BMW; English: Bavarian Motor Works) is a " +                                       "German automobile, motorcycle and engine manufacturing company founded in 1917. "                     });                 //Add Third Customer to Our Collection             customers.Add(new Models.Customer()             {                 Id = 3,                 CompanyName = "Audi",                 ContactNo = "983-2222-1212",                 ContactPerson = "Karl Benz",                 Description = " is a multinational division of the German manufacturer Daimler AG,"             });               return View(customers);         }     } } t. Let us now create a view for this Class, But before continuing Press Ctrl + Shift + B to rebuild the solution, this will make the previously created model on the Model class drop down of the Add View Menu. Right click on the views>Home folder and select Add>View u. Let us name our View as ListCustomers, Select Razor(CSHTML) as View Engine, Put a check mark on Create a strongly-typed view, and select Customer (MyWebSite.Models) as model class. Slect List on the Scaffold Template and Click OK. v. Run the MVC Application by pressing F5, and on the address bar insert Home/ListCustomers, We should now see a web page similar below.   x. You can edit ListCustomers.CSHTML to remove and add HTML codes @model IEnumerable<MyWebSite.Models.Customer>   @{     Layout = null; }   <!DOCTYPE html>   <html> <head>     <meta name="viewport" content="width=device-width" />     <title>ListCustomers</title> </head> <body>     <h2>List of Customers</h2>     <table border="1">         <tr>             <th>                 @Html.DisplayNameFor(model => model.CompanyName)             </th>             <th>                 @Html.DisplayNameFor(model => model.Description)             </th>             <th>                 @Html.DisplayNameFor(model => model.ContactPerson)             </th>             <th>                 @Html.DisplayNameFor(model => model.ContactNo)             </th>         </tr>         @foreach (var item in Model) {         <tr>             <td>                 @Html.DisplayFor(modelItem => item.CompanyName)             </td>             <td>                 @Html.DisplayFor(modelItem => item.Description)             </td>             <td>                 @Html.DisplayFor(modelItem => item.ContactPerson)             </td>             <td>                 @Html.DisplayFor(modelItem => item.ContactNo)             </td>                   </tr>     }         </table> </body> </html> y. Press F5 to run the MVC Application   z. You will notice some @HTML.DisplayFor codes. These are called HTML Helpers you can read more about HTML Helpers on this site http://www.w3schools.com/aspnet/mvc_htmlhelpers.asp   That’s all. You now have your first MVC4 Razor Engine Web Application . . .

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  • Implementing features in an Entity System

    - by Bane
    After asking two questions on Entity Systems (1, 2), and reading some articles on them, I think that I understand them much better than before. But, I still have some uncertainties, and mainly they are about building a Particle Emitter, an Input system, and a Camera. I obviously still have some problems understanding Entity Systems, and they might apply to a whole other range of objects, but I chose these three because they are very different concepts and should cover a pretty big ground, and help me understand Entity Systems and how to handle problems like these myself, as they come along. I am building an engine in Javascript, and I've implemented most of the core features, which include: input handling, flexible animation system, particle emitter, math classes and functions, scene handling, a camera and a render, and a whole bunch of other things that engines usually support. Then, I read Byte56's answer that got me interested into making the engine into an Entity System one. It would still remain an HTML5 game engine with the basic Scene philosophy, but it should support dynamic creation of entities from components. These are some of the definitions from the previous questions, updated: An Entity is an identifier. It doesn't have any data, it's not an object, it's a simple id that represents an index in the Scene's list of all entities (which I actually plan to implement as a component matrix). A Component is a data holder, but with methods that can operate on that data. The best example is a Vector2D, or a "Position" component. It has data: x and y, but also some methods that make operating on the data a bit easier: add(), normalize(), and so on. A System is something that can operate on a set of entities that meet the certain requirements, usually they (the entities) need to have a specified (by the system itself) set of components to be operated upon. The system is the "logic" part, the "algorithm" part, all the functionality supplied by components is purely for easier data management. The problem that I have now is fitting my old engine concept into this new programming paradigm. Lets start with the simplest one, a Camera. The camera has a position property (Vector2D), a rotation property and some methods for centering it around a point. Each frame, it is fed to a renderer, along with a scene, and all the objects are translated according to it's position. Then the scene is rendered. How could I represent this kind of an object in an Entity System? Would the camera be an entity or simply a component? A combination (see my answer)? Another issues that is bothering me is implementing a Particle Emitter. For what exactly I mean by that, you can check out my video of it: http://youtu.be/BObargIMQsE. The problem I have with this is, again, what should be what. I'm pretty sure that particles themselves shouldn't be entities, as I want to support 10k+ of them, and creating that much entities would be a heavy blow on my performance, I believe. Or maybe not? Depends on the implementation, but anyone with experience: please, do answer. The last bit I wan't to talk about, which is also bugging me the most, is how input should be handled. In my current version of the engine, there is a class called Input. It's a handler that subscribes to browser's events, such as keypresses, and mouse position changes, and also it maintains an internal state. Then, the player class has a react() method, which accepts an input object as an argument. The advantage of this is that the input object could be serialized into JSON and then shared over the network, allowing for smooth multiplayer simulations. But how does this translate into an Entity System?

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  • What is a good dumbed-down, safe template system for PHP?

    - by Wilhelm
    (Summary: My users need to be able to edit the structure of their dynamically generated web pages without being able to do any damage.) Greetings, ladies and gentlemen. I am currently working on a service where customers from a specific demographic can create a specific type of web site and fill it with their own content. The system is written in PHP. Many of the users of this system wish to edit how their particular web site looks, or, more commonly, have a designer do it for them. Editing the CSS is fine and dandy, but sometimes that's not enough. Sometimes they want to shuffle the entire page structure around by editing the raw HTML of the dynamically created web pages. The templating system used by WordPress is, as far as I can see, perfect for my use. Except for one thing which is critically important. In addition to being able to edit how comments are displayed or where the menu goes, someone editing a template can have that template execute arbitrary PHP code. As the same codebase runs all these different sites, with all content in the same databse, allowing my users to run arbitrary code is clearly out of the question. So what I need, is a dumbed-down, idiot-proof templating system where my users can edit most of the page structure on their own, pulling in the dynamic sections wherever, without being able to even echo 1+1;. Observe the following psuedocode: <!DOCTYPE html> <title><!-- $title --></title> <!-- header() --> <!-- menu() --> <div>Some random custom crap added by the user.</div> <!-- page_content() --> That's the degree of power I'd like to grant my users. They don't need to do their own loops or calculations or anything. Just include my variables and functions and leave the rest to me. I'm sure I'm not the only person on the planet that needs something like this. Do you know of any ready-made templating systems I could use? Thanks in advance for your reply.

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  • Possible to access gdata api when using Java App Engine?

    - by PCBEEF
    I have a dilemma where I want to create an application that manipulates google contacts information. The problem comes down to the fact that Python only supports version 1.0 of the api whilst Java supports 3.0. I also want it to be web-based so I'm having a look at google app engine, but it seems that only the python version of app engine supports the import of gdata apis whilst java does not. So its either web based and version 1.0 of the api or non-web based and version 3.0 of the api. I actually need version 3.0 to get access to the extra fields provided by google contacts. So my question is, is there a way to get access to the gdata api under Google App Engine using Java? If not is there an ETA on when version 3.0 of the gdata api will be released for python? Cheers.

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  • How does the OpenGL ES template work for the iPhone?

    - by thyrgle
    So, I've been trying to figure out why the square is moving up and down the iPhone simulator when Build and Go the template that Apple provides for OpenGL ES. I don't understand why for example they have ES1Render.m, and ES2Render.m instead of just one ESRender.m. Also, where is the equivalent of the glutDisplayFunc, and glutTimerFunc? Thanks in advance.

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  • Mustache vs other engines. Maybe I should use another template engine?

    - by marcioAlmada
    I'm passing an object to mustache and this object has a method with one parameter. Is something like this possible with Mustache and PHP? {{object.method(parameter)}} If it gets too laborious to achieve this with Mustache, what template engine would you recommend? Remember I need to pass parameters to object methods while in the view context (like we do with helpers). The nearest as possible to mustache syntax is welcome.

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  • Best option for Google App Engine Datastore and external database?

    - by Alex
    I need to get an App Engine app talking to and sharing data with an external database, The best option i can come up with is outputting the external database data to an xml file and then processing this in my app engine app and storing it inside the datastore, although the data being shared is sensitive data such as login details so outputting this to an xml file is not exactly a great idea, is it possible for the app engine app to directly query the database? or is there a secure option for using xml files? oh and im using python/django and the external database will be hosted on another domain

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  • What can I use the Google App Engine for?

    - by Sergio Boombastic
    This question possibly doesn't belong here. We'll see how the answers pan out, if this doesn't belong here please move it to where it belongs. I'm following the getting started guide for Google App Engine, and I'm seeing what it can and can't do. Basically, I'm seeing it's very similar to an MVC pattern. You create your model, then create a View that uses that Model to display information. Not only that, but it uses a controller of some kind in this fashion: application = webapp.WSGIApplication( [('/', MainPage)], debug=True) My question is, why would you use this Google App Engine if it's the same as using a number of other MVC frameworks? Is the only benefit you gain the load balancing being handled by Google automagically? What is a good example of something you would need the App Engine for? I'm trying to learn, so thanks for the discussion.

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  • Edit HTML template on Blogger website

    - by HKK
    This is a question about the website www.blogger.com. I am trying to modify my active template like this: I want to add a github ribbon to my template page, like the ones seen here: https://github.com/blog/273-github-ribbons I have tried pasting in the templates in the head tag and in the body tag, but in both cases I get error messages like this from the blogger site: Is it possible to add such a ribbon to a blogger site by editing the template html, and in that case, where is the correct place to paste in the code snippet?

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  • The C++ Standard Template Library as a BDB Database (part 1)

    - by Gregory Burd
    If you've used C++ you undoubtedly have used the Standard Template Libraries. Designed for in-memory management of data and collections of data this is a core aspect of all C++ programs. Berkeley DB is a database library with a variety of APIs designed to ease development, one of those APIs extends and makes use of the STL for persistent, transactional data storage. dbstl is an STL standard compatible API for Berkeley DB. You can make use of Berkeley DB via this API as if you are using C++ STL classes, and still make full use of Berkeley DB features. Being an STL library backed by a database, there are some important and useful features that dbstl can provide, while the C++ STL library can't. The following are a few typical use cases to use the dbstl extensions to the C++ STL for data storage. When data exceeds available physical memory.Berkeley DB dbstl can vastly improve performance when managing a dataset which is larger than available memory. Performance suffers when the data can't reside in memory because the OS is forced to use virtual memory and swap pages of memory to disk. Switching to BDB's dbstl improves performance while allowing you to keep using STL containers. When you need concurrent access to C++ STL containers.Few existing C++ STL implementations support concurrent access (create/read/update/delete) within a container, at best you'll find support for accessing different containers of the same type concurrently. With the Berkeley DB dbstl implementation you can concurrently access your data from multiple threads or processes with confidence in the outcome. When your objects are your database.You want to have object persistence in your application, and store objects in a database, and use the objects across different runs of your application without having to translate them to/from SQL. The dbstl is capable of storing complicated objects, even those not located on a continous chunk of memory space, directly to disk without any unnecessary overhead. These are a few reasons why you should consider using Berkeley DB's C++ STL support for your embedded database application. In the next few blog posts I'll show you a few examples of this approach, it's easy to use and easy to learn.

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  • Script Task/Component and Template Information

    The Script Task and Script component are often used by people developing SSIS packages because they are easy to use and now because SSIS could be perceived to be more developer friendly they are very powerful. That being said we should no be using them everywhere.  There are generally Tasks/Components already provided that will do the job it may be that we have to rethink the way we want to draw our package. I had cause last week to break out the script component in SQL Server 2008 SP1 and found that it was broken.  I don’t know when it broke as I do not use them all that often.  My error was as below.     Something must have overwritten this template information.  I looked in Event Viewer and tried the things it suggested but the templates still did not work.  Here is how I got them eventually to work for me (Your Mileage may vary) Open up a Command Prompt window using an administrator level account and “as an administrator” vsta.exe /hostid SSIS_ScriptTask /setup vsta.exe /hostid SSIS_ScriptComponent /setup   This worked for me.  Hope it helps.

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  • TweetMeme Button or Template Plug-In for WLW

    - by Tim Murphy
    In my search for a way to allow readers to tweet post that I put on GWB I have come across the TweetMeme plug-in for Windows Live Writer.  It automatically puts a twitter button at either the top or bottom of your post depending on how you configure it.  It comes with a warning that it does not work with blog servers that strip out script from posts which I made me afraid it was going to make it incompatible with GWB.  This turned out to be the case so I figured we would need either an upgrade to the GWB platform or writing my own WLW plug-in.  In comes the Template plug-in.  This allows you to have standardized content that you can insert with a couple of clicks via the interface below. This solved the problem (sort of).  It required that I remove the standard javascript that is defined by Twitter’s button page.  In the end I am hoping for an update to our Subtext implementation to incorporate features like Facebook, Twitter, Reddit and G+, but this should help us until that comes along. Update: It looks like this was all useless since it seems that the buttons are in GWB.  I didn’t think I saw them before.  Either it is recent or I am blind. del.icio.us Tags: Twitter,TweetMeme,GWB,WLW,Windows Live Writer,Geeks With Blogs,plug-ins Tweet

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  • Script Task/Component and Template Information

    The Script Task and Script component are often used by people developing SSIS packages because they are easy to use and now because SSIS could be perceived to be more developer friendly they are very powerful. That being said we should no be using them everywhere.  There are generally Tasks/Components already provided that will do the job it may be that we have to rethink the way we want to draw our package. I had cause last week to break out the script component in SQL Server 2008 SP1 and found that it was broken.  I don’t know when it broke as I do not use them all that often.  My error was as below.     Something must have overwritten this template information.  I looked in Event Viewer and tried the things it suggested but the templates still did not work.  Here is how I got them eventually to work for me (Your Mileage may vary) Open up a Command Prompt window using an administrator level account and “as an administrator” vsta.exe /hostid SSIS_ScriptTask /setup vsta.exe /hostid SSIS_ScriptComponent /setup   This worked for me.  Hope it helps.

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  • MVC Scaffold Template Not Generating?

    - by monkey9987
    Been working on an MVC project and my templates were not generating. I first created my Model inside my "Models" folder, then did a quick compile. Next I went to the Views folder to get it created, right click and say "Add View" then I clicked the checkbox to create an edit page. What happened was the template would never seem to pull in my Model, it would just have the default header items, but the entire model was missing.  My model was defined as follows: public class LogOnModel { [Required][Display(Name = "User name")]public string UserName;[Required][DataType(DataType.Password)][Display(Name = "Password")]public string Password;[Display(Name = "Remember me?")]public bool RememberMe; } See anything wrong with that? I couldn't figure out why each time I created my View and selected the option to create the "Edit" scaffold automatically, it would come up blank. Turns out I'm missing my get / set methods on the Model class items. Here's my code with the correct setup: public class LogOnModel { [Required][Display(Name = "User name")]public string UserName { get; set; } [Required][DataType(DataType.Password)][Display(Name = "Password")]public string Password { get; set; }[Display(Name = "Remember me?")]public bool RememberMe { get; set; } }  I hope that helps someone out, it's pretty simple when I look at it now, but that's always the case!  ~ Steve

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