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  • Building a plug-in for Windows Live Writer

    - by mbcrump
    This tutorial will show you how to build a plug-in for Windows Live Writer. Windows Live Writer is a blogging tool that Microsoft provides for free. It includes an open API for .NET developers to create custom plug-ins. In this tutorial, I will show you how easy it is to build one. Open VS2008 or VS2010 and create a new project. Set the target framework to 2.0, Application Type to Class Library and give it a name. In this tutorial, we are going to create a plug-in that generates a twitter message with your blog post name and a TinyUrl link to the blog post.  It will do all of this automatically after you publish your post. Once, we have a new projected created. We need to setup the references. Add a reference to the WindowsLive.Writer.Api.dll located in the C:\Program Files (x86)\Windows Live\Writer\ folder, if you are using X64 version of Windows. You will also need to add a reference to System.Windows.Forms System.Web from the .NET tab as well. Once that is complete, add your “using” statements so that it looks like whats shown below: Live Writer Plug-In "Using" using System; using System.Collections.Generic; using System.Text; using WindowsLive.Writer.Api; using System.Web; Now, we are going to setup some build events to make it easier to test our custom class. Go into the Properties of your project and select Build Events, click edit the Post-build and copy/paste the following line: XCOPY /D /Y /R "$(TargetPath)" "C:\Program Files (x86)\Windows Live\Writer\Plugins\" Your screen should look like the one pictured below: Next, we are going to launch an external program on debug. Click the debug tab and enter C:\Program Files (x86)\Windows Live\Writer\WindowsLiveWriter.exe Your screen should look like the one pictured below:   Now we have a blank project and we need to add some code. We start with adding the attributes for the Live Writer Plugin. Before we get started creating the Attributes, we need to create a GUID. This GUID will uniquely identity our plug-in. So, to create a GUID follow the steps in VS2008/2010. Click Tools from the VS Menu ->Create GUID It will generate a GUID like the one listed below: GUID <Guid("56ED8A2C-F216-420D-91A1-F7541495DBDA")> We only want what’s inside the quotes, so your final product should be: "56ED8A2C-F216-420D-91A1-F7541495DBDA". Go ahead and paste this snipped into your class just above the public class. Live Writer Plug-In Attributes [WriterPlugin("56ED8A2C-F216-420D-91A1-F7541495DBDA",    "Generate Twitter Message",    Description = "After your new post has been published, this plug-in will attempt to generate a Twitter status messsage with the Title and TinyUrl link.",    HasEditableOptions = false,    Name = "Generate Twitter Message",    PublisherUrl = "http://michaelcrump.net")] [InsertableContentSource("Generate Twitter Message")] So far, it should look like the following: Next, we need to implement the PublishNotifcationHook class and override the OnPostPublish. I’m not going to dive into what the code is doing as you should be able to follow pretty easily. The code below is the entire code used in the project. PublishNotificationHook public class Class1 :  PublishNotificationHook  {      public override void OnPostPublish(System.Windows.Forms.IWin32Window dialogOwner, IProperties properties, IPublishingContext publishingContext, bool publish)      {          if (!publish) return;          if (string.IsNullOrEmpty(publishingContext.PostInfo.Permalink))          {              PluginDiagnostics.LogError("Live Tweet didn't execute, due to blank permalink");          }          else          {                var strBlogName = HttpUtility.UrlEncode("#blogged : " + publishingContext.PostInfo.Title);  //Blog Post Title              var strUrlFinal = getTinyUrl(publishingContext.PostInfo.Permalink); //Blog Permalink URL Converted to TinyURL              System.Diagnostics.Process.Start("http://twitter.com/home?status=" + strBlogName + strUrlFinal);            }      } We are going to go ahead and create a method to create the short url (tinyurl). TinyURL Helper Method private static string getTinyUrl(string url) {     var cmpUrl = System.Globalization.CultureInfo.InvariantCulture.CompareInfo;     if (!cmpUrl.IsPrefix(url, "http://tinyurl.com"))     {         var address = "http://tinyurl.com/api-create.php?url=" + url;         var client = new System.Net.WebClient();         return (client.DownloadString(address));     }     return (url); } Go ahead and build your project, it should have copied the .DLL into the Windows Live Writer Plugin Directory. If it did not, then you will want to check your configuration. Once that is complete, open Windows Live Writer and select Tools-> Options-> Plug-ins and enable your plug-in that you just created. Your screen should look like the one pictured below: Go ahead and click OK and publish your blog post. You should get a pop-up with the following: Hit OK and It should open a Twitter and either ask for a login or fill in your status as shown below:   That should do it, you can do so many other things with the API. I suggest that if you want to build something really useful consult the MSDN pages. This plug-in that I created was perfect for what I needed and I hope someone finds it useful.

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  • Error accessing Gio.Gsettings on application made in quickly

    - by Zane Swafford
    I am trying to develop an application using the quickly/pygtk stack. I got my Gsettings schemas all set up in ~/app-name-here/data/glib-2.0/schemas/net.launchpad.app-name-here.gschema.xml correctly and I am able to access it just fine in my preferences dialog window that is located in ~/app-name-here/app-name-here/PreferencesDialog.py via from gi.repository import Gtk, Gio settings = Gio.Settings("net.launchpad.app-name-here") settings.get_boolean('notify') settings.set_boolean('notify', True) but when I try to check the value of one of my settings in a file located in ~/app-name-here/bin/Daemon.py that I use as a script to run in the background and send notifications by a similar method of from gi.repository import Gio settings = Gio.Settings("net.launchpad.app-name-here") settings.get_boolean('notify') it fails at the line that says settings = Gio.Settings("net.launchpad.app-name-here") and spits out a nasty error (Daemon.py:26100): GLib-GIO-ERROR **: Settings schema 'net.launchpad.app-name-here' is not installed Despite the fact that I can open up dconf-editor and find the settings under net/launchpad/app-name-here. Any thoughts?

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  • Virtual screen size with libgdx and GLES 2

    - by David Saltares Márquez
    I've been trying to use a virtual screen size for my libgdx desktop-android game. I'd like to always use a 16:9 aspect ratio but with a virtual screen size so everything would adapt automatically depending on the device size. This post illustrates the process pretty well but my game crashes when camera.apply(Gdx.Gl10) is called. This is because I'm using GLES 2.0 (for not having to use multiple of 2 texture sizes). As stated in the OrthographicCamera doc, the apply method only works with GLES 1 and GLES 1.1. Is there another way of applying my GL transformation to the camera so I can use a virtual screen resolution? Having to resize everything manually it's a total pain. Thanks a lot.

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  • How is the terrain generated in Commandos and Commandos game clones/look-alikes?

    - by teodron
    The Commandos series of games and its similar western counterpart, Desperados, use a mix of 2D and 3D elements to achieve a very pleasing and immersive atmosphere. Apart from the concept that alone made the series a best-seller, the graphics eye-candy was also a much appreciated asset of that game. I was very curious on what was the technique used to model and adorn the realistic terrains in those titles? Below are some screenshots that could be relevant as a reference for whomever has a candidate answer: The tiny details and patternless distribution of ornamental textures make me think that these terrains were not generated using a standard heightmap-blendmap method.

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  • Moving AI in a multiplayer game

    - by Smallbro
    I've been programming a multiplayer game and its coming together very nicely. It uses both TCP and UDP (UDP for movement and TCP for just about everything else). What I was wondering was how I would go about sending multiple moving AI without much lag. At first I used TCP for everything and it was very slow when people moved. I'm currently using a butchered version of this http://corvstudios.com/tutorials/udpMultiplayer.php for my movement system and I'm wondering what the best method of sending AI movements is. By movements I mean the AI chooses left/right/up/down and the player can see this happening. Thanks.

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  • Collision detection with entities/AI

    - by James Williams
    I'm making my first game in Java, a top down 2D RPG. I've handled basic collision detection, rendering and have added an NPC, but I'm stuck on how to handle interaction between the player and the NPC. Currently I'm drawing out my level and then drawing characters, NPCs and animated tiles on top of this. The problem is keeping track of the NPCs so that my Character class can interact with methods in the NPC classes on collision. I'm not sure my method of drawing the level and drawing everything else on top is a good one - can anyone shed any light on this topic?

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  • Creating widgets using GtkBuilder

    - by user72943
    I am using Glade to design a Box with widgets and then load these widgets into my UI at run-time. To create each Box with widgets at run-time, I create a new GtkBuilder, call add_from_string passing in the text from the .ui file Glade creates, and then use the object returned from get_object("box1") in the UI. I know I could create the widgets with code, but for now, I'd like to use the .ui files Glade creates. It seems inefficient though to instantiate a new GtkBuilder object and the wasted Window object for every Box I want to create. Is there a more efficient method to load .ui files without creating a new GtkWidget object and wasted Window object? Thanks, Vance

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  • Using another domain with Google App Engine

    - by gsingh2011
    I'm trying to change my google app engine domain (domain.appspot.com) to the domain I bought from 1&1.com (mydomain.com). I went into the google app engine settings and added the domain. After making a Google Apps account, I was asked to verify my domain. The directions say that 1&1 doesn't allow me to create TXT records, so I can't use that method for verification. Their alternative is to upload an HTML file to my server, but I didn't buy hosting with my domain, I just bought the domain. My files are on domain.appspot.com. How can I make mydomain.com point to domain.appspot.com? I've added the ns1.googleghs.com as my nameservers in my 1&1 DNS settings, but I still can't verify my domain with Google Apps.

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  • Collision Error

    - by Manji
    I am having trouble with collision detection part of the game. I am using touch events to fire the gun as you will see in the video. Note, the android icon is a temporary graphic for the bullets When ever the user touches (represented by clicks in the video)the bullet appears and kills random sprites. As you can see it never touches the sprites it kills or kill the sprites it does touch. My Question is How do I fix it, so that the sprite dies when the bullet hits it? Collision Code snippet: //Handles Collision private void CheckCollisions(){ synchronized(mSurfaceHolder){ for (int i = sprites.size() - 1; i >= 0; i--){ Sprite sprite = sprites.get(i); if(sprite.isCollision(bullet)){ sprites.remove(sprite); mScore++; if(sprites.size() == 0){ mLevel = mLevel +1; currentLevel++; initLevel(); } break; } } } } Sprite Class Code Snippet: //bounding box left<right and top>bottom int left ; int right ; int top ; int bottom ; public boolean isCollision(Beam other) { // TODO Auto-generated method stub if(this.left>other.right || other.left<other.right)return false; if(this.bottom>other.top || other.bottom<other.top)return false; return true; } EDIT 1: Sprite Class: 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 HitmanView gameView; private Bitmap bmp; private int x; private int y; private int xSpeed; private int ySpeed; private int currentFrame = 0; private int width; private int height; //bounding box left<right and top>bottom int left ; int right ; int top ; int bottom ; public Sprite(HitmanView 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 isCollision(float x2, float y2){ return x2 > x && x2 < x + width && y2 > y && y2 < y + height; } public boolean isCollision(Beam other) { // TODO Auto-generated method stub if(this.left>other.right || other.left<other.right)return false; if(this.bottom>other.top || other.bottom<other.top)return false; return true; } } Bullet Class: public class Bullet { int mX; int mY; private Bitmap mBitmap; //bounding box left<right and top>bottom int left ; int right ; int top ; int bottom ; public Bullet (Bitmap mBitmap){ this.mBitmap = mBitmap; } public void draw(Canvas canvas, int mX, int mY) { this.mX = mX; this.mY = mY; canvas.drawBitmap(mBitmap, mX, mY, null); } }

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  • Using Mock for event listeners in unit-testing

    - by phtrivier
    I keep getting to test this kind of code (language irrelevant) : public class Foo() { public Foo(Dependency1 dep1) { this.dep1 = dep1; } public void setUpListeners() { this.dep1.addSomeEventListener(.... some listener code ...); } } Typically, you want to test what when the dependency fires the event, the class under tests reacts appropriately (in some situation, the only purpose of such classes is to wire lots of other components, that can be independently tested. So far, to test this, I always end up doing something like : creating a 'stub' that implements both a addXXXXListener, that simply stores the callback, and a fireXXXX, that simply calls any registered listener. This is a bit tedious since you have to create the mock with the right interface, but that can do use an introspective framework that can 'spy' on a method, and inject the real dependency in tests Is there a cleaner way to do this kind of things ?

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  • Help to understand the abstract factory pattern

    - by Chobeat
    I'm learning the 23 design patterns of the GoF. I think I've found a way to understand and simplify how the Abstract Factory works but I would like to know if this is a correct assumption or if I am wrong. What I want to know is if we can see the result of the Abstract Factory method as a matrix of possible products where there's a Product for every "Concrete Factory" x "AbstractProduct" where the Concrete Factory is a single implementation among the implementations of an AbstractFactory and an AbstractProduct is an interface among the interfaces to create Products. Is this correct or am I missing something?

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  • How do I morph between meshes that have different vertex counts?

    - by elijaheac
    I am using MeshMorpher from the Unify wiki in my Unity project, and I want to be able to transform between arbitrary meshes. This utility works best when there are an equal number of vertices between the two meshes. Is there some way to equalize the vertex count between a set of meshes? I don't mean that this would reduce the vertex count of a mesh, but would rather add redundant vertices to any meshes with smaller counts. However, if there is an alternate method of handling this (other than increasing vertices), I would like to know.

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  • Evolution has no access to couchdb

    - by berkes
    Evolution gives the error "Cannot open addressbook". "We were unable to open this addressbook. This either means you have entered an incorrect URI, or the server is unreachable". "Details: Operation not permitted". (rough translation from Dutch). Enabling verbose logging in (desktop)couchdb tells me roughly the same: [info] [<0.7875.1>] 127.0.0.1 - - 'PUT' /contacts/ 400 [debug] [<0.7875.1>] httpd 400 error response: {"error":"invalid_consumer","reason":"Invalid consumer (key or signature method)."} It seems that evolution tries to fetch the contacts, then couchdb denies access, and then evolution fails to do a proper oauth. This is on Ubuntu 10.10, with its default dektopcouch 1.0.1. Any hints on where to start would be most appreciated :)

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  • Custom extensible file format for 2d tiled maps

    - by Christian Ivicevic
    I have implemented much of my game logic right now, but still create my maps with nasty for-loops on-the-fly to be able to work with something. Now I wanted to move on and to do some research on how to (un)serialize this data. (I do not search for a map editor - I am speaking of the map file itself) For now I am looking for suggestions and resources, how to implement a custom file format for my maps which should provide the following functionality (based on MoSCoW method): Must have Extensibility and backward compatibility Handling of different layers Metadata on whether a tile is solid or can be passed through Special serialization of entities/triggers with associated properties/metadata Could have Some kind of inclusion of the tileset to prevent having scattered files/tilesets I am developing with C++ (using SDL) and targetting only Windows. Any useful help, tips, suggestions, ... would be appreciated!

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  • How can I gain access to a player instance in a Minecraft mod?

    - by Andrew Graber
    I'm creating Minecraft mod with a pickaxe that takes away experience when you break a block. The method for taking away experience from a player is addExperience on EntityPlayer, so I need to get an instance of EntityPlayer for the player using my pickaxe when the pickaxe breaks a block, so that I can remove the appropriate amount of experience. My pickaxe class currently looks like this: public class ExperiencePickaxe extends ItemPickaxe { public ExperiencePickaxe(int ItemID, EnumToolMaterial material){ super(ItemID, material); } public boolean onBlockDestroyed(ItemStack par1ItemStack, World par2World, int par3, int par4, int par5, int par6, EntityLiving par7EntityLiving) { if ((double)Block.blocksList[par3].getBlockHardness(par2World, par4, par5, par6) != 0.0D) { EntityPlayer e = new EntityPlayer(); // create an instance e.addExperience(-1); } return true; } } Obviously, I cannot actually create a new EntityPlayer since it is an abstract class. How can I get access to the player using my pickaxe?

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  • Cant install wine1.5 13.04

    - by Drew S
    So I tried to install wine 1.5 a few times, I got 1.4 installed, and 1.6 installed oddly enough, I completely removed and purged all wine and still nothing. I installed ia32-lib and still nothing, tried installing from synaptic, ubuntu software center, and apt-get method. I get this error from apt-get in the terminal Reading package lists... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help resolve the situation: The following packages have unmet dependencies: wine1.5 : Depends: wine1.6 but it is not going to be installed E: Unable to correct problems, you have held broken packages. The particular windows program I want to install is confirmed working in 1.5(have it working on laptop)

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  • EJB Lifecycle and Relation to WARs

    - by Adam Tannon
    I've been reading up on EJBs (3.x) and believe I understand the basics. This question is a "call for confirmation" that I have interpreted the Java EE docs correctly and that I understand these fundamental concepts: An EJB is to an App Container as a Web App (WAR) is to a Web Container Just like you deploy a WAR to a Web Container, and that container manages your WAR's life cycle, you deploy an EJB to an App Container, and the container manages your EJB's life cycle When the App Container fires up and deploys an EJB, it is given a unique "identifier" and URL that can be used by JNDI to look up the EJB from another tier (like the web tier) So, when your web app wants to invoke one of your EJB's methods, it looks the EJB up using some kind of service locator (JNDI) and invoke the method that way Am I on-track or way off-base here? Please correct me & clarify for me if any of these are incorrect. Thanks in advance!

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  • Alternative way of developing for ASP.NET to WebForms - Any problems with this?

    - by John
    So I have been developing in ASP.NET WebForms for some time now but often get annoyed with all the overhead (like ViewState and all the JavaScript it generates), and the way WebForms takes over a lot of the HTML generation. Sometimes I just want full control over the markup and produce efficient HTML of my own so I have been experimenting with what I like to call HtmlForms. Essentially this is using ASP.NET WebForms but without the form runat="server" tag. Without this tag, ASP.NET does not seem to add anything to the page at all. From some basic tests it seems that it runs well and you still have the ability to use code-behind pages, and many ASP.NET controls such as repeaters. Of course without the form runat="server" many controls won't work. A post at Enterprise Software Development lists the controls that do require the tag. From that list you will see that all of the form elements like TextBoxes, DropDownLists, RadioButtons, etc cannot be used. Instead you use normal HTML form controls. But how do you access these HTML controls from the code behind? Retrieving values on post back is easy, you just use Request.QueryString or Request.Form. But passing data to the control could be a little messy. Do you use a ASP.NET Literal control in the value field or do you use <%= value % in the markup page? I found it best to add runat="server" to my HTML controls and then you can access the control in your code-behind like this: ((HtmlInputText)txtName).Value = "blah"; Here's a example that shows what you can do with a textbox and drop down list: Default.aspx <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="Default.aspx.cs" Inherits="NoForm.Default" %> <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="Default.aspx.cs" Inherits="NoForm.Default" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN""http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title></title> </head> <body> <form action="" method="post"> <label for="txtName">Name:</label> <input id="txtName" name="txtName" runat="server" /><br /> <label for="ddlState">State:</label> <select id="ddlState" name="ddlState" runat="server"> <option value=""></option> </select><br /> <input type="submit" value="Submit" /> </form> </body> </html> Default.aspx.cs using System; using System.Web.UI.HtmlControls; using System.Web.UI.WebControls; namespace NoForm { public partial class Default : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { //Default values string name = string.Empty; string state = string.Empty; if (Request.RequestType == "POST") { //If form submitted (post back) name = Request.Form["txtName"]; state = Request.Form["ddlState"]; //Server side form validation would go here //and actions to process form and redirect } ((HtmlInputText)txtName).Value = name; ((HtmlSelect)ddlState).Items.Add(new ListItem("ACT")); ((HtmlSelect)ddlState).Items.Add(new ListItem("NSW")); ((HtmlSelect)ddlState).Items.Add(new ListItem("NT")); ((HtmlSelect)ddlState).Items.Add(new ListItem("QLD")); ((HtmlSelect)ddlState).Items.Add(new ListItem("SA")); ((HtmlSelect)ddlState).Items.Add(new ListItem("TAS")); ((HtmlSelect)ddlState).Items.Add(new ListItem("VIC")); ((HtmlSelect)ddlState).Items.Add(new ListItem("WA")); if (((HtmlSelect)ddlState).Items.FindByValue(state) != null) ((HtmlSelect)ddlState).Value = state; } } } As you can see, you have similar functionality to ASP.NET server controls but more control over the final markup, and less overhead like ViewState and all the JavaScript ASP.NET adds. Interestingly you can also use HttpPostedFile to handle file uploads using your own input type="file" control (and necessary form enctype="multipart/form-data"). So my question is can you see any problems with this method, and any thoughts on it's usefulness? I have further details and tests on my blog.

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  • Area of testing

    - by ?????? ??????????
    I'm trying to understand which part of my code I should to test. I have some code. Below is example of this code, just to understand the idea. Depends of some parametrs I put one or another currency to "Event" and return his serialization in the controller. Which part of code I should to test? Just the final serialization, or only "Event" or every method: getJson, getRows, fillCurrency, setCurrency? class Controller { public function getJson() { $rows = $eventManager->getRows(); return new JsonResponse($rows); } } class EventManager { public function getRows() { //some code here if ($parameter == true) { $this->fillCurrency($event, $currency); } } public function fillCurrency($event, $currency) { //some code here if ($parameters == true) { $event->setCurrency($currency); } } } class Event { public function setCurrency($currency) { $this->updatedAt = new Datetime(); $this->currency = $currency; } }

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  • setPosition of Sprite onUpdate in AndEngine

    - by SSH This
    I am trying to get a "highlighter" circle to follow around a sprite, but I am having trouble, I thought I could use the onUpdate method that's available to me in SequenceEntityModifier but it's not working for me. Here is my code: // make sequence mod with move modifier SequenceEntityModifier modifier = new SequenceEntityModifier(myMovemod) { @Override protected void onModifierFinished(IEntity pItem) { // animation finished super.onModifierFinished(pItem); } public float onUpdate(float pSecondsElapsed, IEntity pItem) { highlighter.setPosition(player2.getX() - highlighterOffset, player2.getY() - highlighterOffset); return pSecondsElapsed; } }; When onUpdate is completely commented out, the sprite moves like I want it to, everything is ok. When I put the onUpdate in, the sprite doesn't move at all. I have a feeling that I am overriding the original onUpdate's actions? Am I going about this the wrong way? I am new to Java, so please feel free to advise if this isn't going to work. UPDATE: The player2 is the sprite that I'm trying to get the highlighter to follow.

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  • C# replacing out parameters with struct

    - by Jonathan
    I'm encountering a lot of methods in my project that have a bunch of out parameters embedded in them and its making it cumbersome to call the methods as I have to start declaring the variables before calling the methods. As such, I would like to refactor the code to return a struct instead and was wondering if this is a good idea. One of the examples from an interface: void CalculateFinancialReturnTotals(FinancialReturn fr, out decimal expenses, out decimal revenue, out decimal levyA, out decimal levyB, out decimal profit, out decimal turnover, out string message) and if I was to refactor that, i would be putting all the out parameters in the struct such that the method signature is much simpler as below. [structName] CalculateFinancialReturnTotals(FinancialReturn fr); Please advise.

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  • What are the basic skills a beginner JavaScript programmer should have?

    - by Sanford
    In NYC, we are working on creating a collaborative community programming environment and trying to segment out software engineers into differing buckets. At present, we are trying to define: Beginners Intermediates Advanced Experts (and/or Masters) Similar to an apprenticeship, you would need to demonstrate specific skills to achieve different levels. Right now, we have identified beginner programming skills as: Object - method, attributes, inheritance Variable - math, string, array, boolean - all are objects Basic arithmetic functions - precedence of functions String manipulation Looping - flow control Conditionals - boolean algebra This is a first attempt, and it is a challenge since we know the natural tension between programming and software engineering. How would you create such a skills-based ranking for JavaScript in this manner? For example, what would be the beginner JavaScript skills that you would need to have to advance to the intermediate training? And so on.

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  • Designing an API on top with Java RMI and Rest APIs

    - by user1303881
    I'm working on the backend of a java web application. We have a document repository (Fedora Commons specifically) where we house xml files. I want to abstract the API of the repository internally so that we aren't tightly coupled to one product. I'd also like to give the flexibility of connecting to to a repository via Java RMI or REST APIs. I was hoping to get advice or resources on how to implement something like this. My thought it that I'd have some abstract repository class that had methods like getRecord, updateRecord, and deleteRecord. In the constructor I would pass the URI for the repository and the API method and port. This would allow some flexibility in the future so that if the REST api became more practical, but allow the flexibility or using RMI which could (should?) have better performance. Am I over thinking this or am I on the right path?

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  • How do I draw video frames onto the screen permanently using XNA?

    - by izb
    I have an app that plays back a video and draws the video onto the screen at a moving position. When I run the app, the video moves around the screen as it plays. Here is my Draw method... protected override void Draw(GameTime gameTime) { Texture2D videoTexture = null; if (player.State != MediaState.Stopped) videoTexture = player.GetTexture(); if (videoTexture != null) { spriteBatch.Begin(); spriteBatch.Draw( videoTexture, new Rectangle(x++, 0, 400, 300), /* Where X is a class member */ Color.White); spriteBatch.End(); } base.Draw(gameTime); } The video moves horizontally acros the screen. This is not exactly as I expected since I have no lines of code that clear the screen. My question is why does it not leave a trail behind? Also, how would I make it leave a trail behind?

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  • How to work with scenes in a 2D game

    - by Anearion
    I'm a java/android programmer, but I don't have any experience in game programming, I'm already reading proper books, like "Pro Android Games", but my concerns are more about the ideas behind game programming than the techniques themselves. I'm working on a 2D game, something like Cluedo to let you understand the genre. I would like to know how should I act with the "scenes", for example, a room with a desk, TV, windows and a lamp. I need to make some items tappable and others not. Is it common to use one image (invisible to the user) with every different item a different color, then call the getColor() method on the image? Or use one image as background, and separate images for all the items? If the latter, how can I set the positioning? and should I use imageView or imageButton? I'm sorry if those are really low quality questions, but as "outsider" ( I'm 23 and still finishing my university ) it's pretty hard learn alone.

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