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  • How to prevent MSBUILD from copying dependent GAC assemblies to bin

    - by Matt Wrock
    I have a msbuild task that builds my solution and I am migrating it from .net 3.5 to 4.0. I have some dependent DLLs that have Local Copy set to true. The 4.0 version of msbuild is not only copying the dependent DLL (which I want), it is also copying all dependent assemblies of that DLL from the 32 bit version of the GAC to my bin. Not only do I not want these files being copied from the GAC, I especially do not want the 32 bit versions for this 64 bit build. Has the behavior changed in msbuild 4.0? And does anyone know how to force msbuild to use the behavior in 3.5?

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  • GWT Acegi alternative

    - by DroidIn.net
    I'm starting new project. The client interface is based on GWT (and GXT) I have no say it's predetermined. However I can pick and choose as far as server side so I can have some fun and hopefully learn something new in the process. Some requirements are : Exchange with server will be through use of JSON, most if not all of UI will be generated by GWT (JS) on the client, so the client/serve exchange will be limited to data exchange as much as possible No Hibernate (it's not really supported on the proprietary db I will be connecting to). In the past projects people would use JDBC or iBATIS Some sort of IoC (I'm thinking Guice just to stick with Google) Some sort of Security framework based on LDAP. In the past we would use Spring security (Acegi) but it wasn't ideal and we had to customize it a lot So basically should I stick with tried-and-true Spring/Acegi or try something based on Guice? And what that "something" would be and how mature is it?

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  • Refresh Windows Explorer in Win7

    - by Paja
    My program sets "HKCU\Software\Microsoft\Windows\CurrentVersion\Explorer\Advanced" value "Hidden". Hovewer I'm not able to refresh the explorer to take into account this change. I've tried: 1) SHChangeNotify(SHCNE_ASSOCCHANGED, SHCNF_IDLIST, IntPtr.Zero, IntPtr.Zero);` 2) SHELLSTATE state = new SHELLSTATE(); state.fShowAllObjects = (uint)1; SHGetSetSettings(ref state, SSF.SSF_SHOWALLOBJECTS, true); 3) SendMessageTimeout(HWND_BROADCAST, WM_SETTINGCHANGE, SPI_SETNONCLIENTMETRICS, 0, SMTO_ABORTIFHUNG, 5000, ref dwResult); 4) SendMessage(HWND_BROADCAST, WM_COMMAND, 28931 /* Refresh */, 0); Nothing works. So what should I do? If I refresh Explorer myself with F5, then it works. Hovewer I would like some elegant solution, so it would refresh the display everywhere, even in OpenFile/SaveFile dialogs, which are currently open. I'm using C# .NET, Win7.

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  • OS X firewall popup about growlnotify keeps popping up

    - by Vitaly Kushner
    I have autotest setup with growlnotify using growl_glue (version 1.0.7): require 'growl_glue' GrowlGlue::Autotest.initialize do |config| config.notification :use_network_notifications => true end growl version is 1.2 each time autotest runs and displays the notification growl popup I also get an OS X firewall popup asking Do you want the application "growlnotify" to accept incoming network connections? I tried answering deny and allow but it still keeps popping up. the deny/allow choice is properly reflected in System Preferences - Security - Firewall - 'application access list', but it still asks every time. update I ended up using autotest-growl gem instead of the growl_glue. it fixed the problem, it was probably related to how growl_glue was calling growlnotify.

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  • What is the least intrusive way to display WPF tooltip on focus?

    - by Andrey Shchekin
    What is the minimum number of steps required to display a tooltip when the following control gets focus? <TextBox ToolTip="Hello there!" ... /> I tried the following in GotFocus private void ..._GotFocus(object sender, RoutedEventArgs e) { var element = (FrameworkElement)sender; var tooltip = element.ToolTip; if (!(tooltip is ToolTip)) { tooltip = new ToolTip { Content = tooltip }; element.ToolTip = tooltip; } ((ToolTip)tooltip).IsOpen = true; } However, it seems to ignore the ToolTipService.Placement for this control and SystemParameters.ToolTipPopupAnimationKey set up level higher. How can I make it work and honor all settings that generally work for tooltips (except the timing, obviously)?

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  • Can you clear jquery ajax cache?

    - by chobo2
    Hi I am wondering is it possible to clear the cache from a particular ajax method? Say if I have this $.ajax({ url: "test.html", cache: true, success: function(html){ $("#results").append(html); } }); Now 99% of the time a cached result can be used since it should always be same content. However if a user updates this content it of course changes. If it is cached and it would still show the old content. So it would be cool if I could pick out this cache for this method and clear it and all other cached stuff would stay. Can this be done?

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  • Greenspun's 10th rule in Perl?

    - by DVK
    Greenspun's Tenth Rule of Programming is a common aphorism in computer programming and especially programming language circles. It states: Any sufficiently complicated C or Fortran program contains an ad hoc, informally-specified, bug-ridden, slow implementation of half of Common Lisp. The questions are, 1) Would you consider this to be true of Perl interpreter? Only objective arguments please (e.g. which features of Common Lisp are implemented within the interpreter) 2) Independently, does there exist a Lisp (or at least a n ad hoc, informally-specified, bug-ridden, slow implementation of half of Common Lisp) implemented entirely in Perl?

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  • Yahoo authentication

    - by steve
    Hi - I'm playing around with the new yahoo API. I'd like to scrap some dummy data using the following address http://query.yahooapis.com/v1/public/yql?q=desc%20social.updates.search&format=json&diagnostics=true&env=store%3A%2F%2Fdatatables.org%2Falltableswithkeys&callback=cbfunc When I run this I get an authenticaion error (Need to be logged into Yahoo) This is fine obviously for me messing around on the internet. However I'd like to call this from a ruby script. Any ideas how I go about authenticating? I can only seem to find some web enabled version.

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  • How to find out exact version of iPhone SDK for conditional compilation?

    - by Jochen
    I'm looking for a macro that specified the exact version of the iPhone SDK used for compilation. This is needed because when compiling with (and only with) SDK 3.0, I need to add some additional code. __IPHONE_OS_VERSION_MIN_REQUIRED is not the right choice here, since it can be set by the user with parameter -mmacosx-version-min. For example, a user can compile with min version -mmacosx-version-min=3.0 in SDK 3.1, so a check for __IPHONE_OS_VERSION_MIN_REQUIRED == 30000 would be true, even if the user is compiling with SDK 3.1. Any help is appreciated. Regards, Jochen

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  • DoDragDrop disables MouseMove Events

    - by stefan.at.wpf
    After having started a Drag & Drop operation by DragDrop.DoDragDrop(...) no more MouseMove Events are fired. I even tried AddHandler(Window.MouseMoveEvent, new MouseEventHandler(myControl_MouseMove), true); where the last parameter means I even opt in for handled events. No chance, seems like the MouseMove Event is never fired at all! Any way to still get MouseMove Events while using Drag & Drop? I'd like to Drag & Drop a control, while dragging this control it shall follow the mouse pointer. Any idea how to do this in this case?

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  • WCF MessageContract Help - MessageBodyMember with hyphenated name

    - by Hcabnettek
    Hi All, I need a bit of WCF help. This project uses message contracts. The transport seems to work ok. I have this code for a response type. namespace tpoke.Contracts { [MessageContract(IsWrapped = true)] public class AuthenticationResponseMC { [MessageBodyMember(Name = "authentication-token")] public Guid AuthenticationToken; } } Now when I run the operation that returns this, I try to deserialize using the XmlSerializer. The is not what I'm needing. I need it to be <authentication-token xmlns="http://tpoke.wcf.com">e13xxxx-xxxx-xxxx-xxxxxx</authentication-token> How can I make this work correctly? Do I need to add the namespace to MessageBodyMember? Why is the hyphen being stripped out? Any tips or advice is certainly appreciated. Thanks, ~ck in San Diego

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  • C++ find method is not const?

    - by Rachel
    I've written a method that I'd like to declare as const, but the compiler complains. I traced through and found that this part of the method was causing the difficulty: bool ClassA::MethodA(int x) { bool y = false; if(find(myList.begin(), myList.end(), x) != myList.end()) { y = true; } return y; } There is more happening in the method than that, but with everything else stripped away, this was the part that didn't allow the method to be const. Why does the stl find algorithm prevent the method from being const? Does it change the list in any way?

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  • check if(country == @"(null)" doesn't work

    - by Sean
    hi all, I got the problem that the if-statement doesn't work. After the first code line the variable contains the value "(null)", because the user who picked the contact from his iphone address book doesn't set the country key for this contact, so far so good. but if I check the variable, it won't be true, but the value is certainly "(null)"... does someone have an idea? NSString *country = [NSString [the dict objectForKey:(NSString *)kABPersonAddressCountryKey]]; if(country == @"(null)") { country = @""; } thanks in advance sean

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  • Java2D OpenGL Hardware Acceleration Doesn't Work

    - by Aaron
    It doesn't work with OpenGL with even the simplest of programs. Here is what I am doing.. java -Dsun.java2d.opengl=True -jar Java2Demo.jar (Java2Demo.jar is usually included with the JDK..) The text output is: OpenGL pipeline enabled for default config on screen 0 When I don't pass in the above VM argument things work fine (but slowly). When I do pass in the above argument nothing shows up... If I move the window around it captures whatever image it was on top of and jumbles it into nonsense. I'm running Windows XP Pro SP3 (Microsoft Windows XP [Version 5.1.2600]) (under Parallels on OS X 10.5.8) I used "Geeks3D GPU Caps Viewer" to tell me I have Open GL version: 2.0 NVIDIA-1.5.48 I have tried this with two version of the JVM. First: java version "1.6.0_13" Java(TM) SE Runtime Environment (build 1.6.0_13-b03) Java HotSpot(TM) Client VM (build 11.3-b02, mixed mode) and second: java version "1.6.0_20" Java(TM) SE Runtime Environment (build 1.6.0_20-b02) Java HotSpot(TM) Client VM (build 16.3-b01, mixed mode, sharing)

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  • group expression in jasper reports

    - by ed1t
    I've a report which has a has 5 columns on each page and I have a group defined which shows columns related to A | B | C | D | E - main column X | Y | Z - group - A is the key I have my query ORDER BY A, but when it is displayed it doesn't print the results in next page if A is changed. Following is how I have a group defined. <group name="A" isResetPageNumber="true" > <groupExpression><![CDATA[$F{A}]]></groupExpression> <groupHeader> <band/> </groupHeader> <groupFooter> <band/> </groupFooter> </group> does A need to be part of the group?

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  • Detect and record a sound with python

    - by Jean-Pierre
    I'm using this program to record a sound in python: import pyaudio import wave import sys chunk = 1024 FORMAT = pyaudio.paInt16 CHANNELS = 1 RATE = 44100 RECORD_SECONDS = 5 WAVE_OUTPUT_FILENAME = "output.wav" p = pyaudio.PyAudio() stream = p.open(format = FORMAT, channels = CHANNELS, rate = RATE, input = True, frames_per_buffer = chunk) print "* recording" all = [] for i in range(0, RATE / chunk * RECORD_SECONDS): data = stream.read(chunk) all.append(data) print "* done recording" stream.close() p.terminate() write data to WAVE file data = ''.join(all) wf = wave.open(WAVE_OUTPUT_FILENAME, 'wb') wf.setnchannels(CHANNELS) wf.setsampwidth(p.get_sample_size(FORMAT)) wf.setframerate(RATE) wf.writeframes(data) wf.close() I want to change the program to start recording when sound is detected by the sound card input. Probably should compare the input sound level in Chunk, but how do this?

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  • json_decode returns NULL (php)

    - by schouk
    There is a strange behaviour with json_encode and json_decode and I can't find a solution: My php application calls a php web service. The webservice returns json that looks like this: var_dump($foo): string(62) "?{"action":"set","user":"123123123123","status":"OK"}" now I like to decode the json in my application: $data = json_decode($foo, true) but it returns NULL: var_dump($data): NULL I use php 5. The Content-Type of the response from the webservice: "text/html; charset=utf-8" (also tried to use "application/json; charset=utf-8") What could be the reason?

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  • ORA-22835 using JPA (Buffer too small)

    - by Kenneth
    I am trying to persist an Entity with a @Lob annotated String field. The content of that fiels if bigger than the 40k buffer size limit. The first problem I had was related to the setString method used internally by the JPA implementation (Hibernate in my case) and the Oracle JDBC Driver. This problem was solved adding <property name="hibernate.connection.SetBigStringTryClob" value="true"/> to my persistence.xml file. Then, the error changed to a ORA-22835 error (the buffer is too small). ¿Is there any way that JPA solves this problem without going to a low-level implementation? ¿Any suggestions?

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  • Raphael js library: problems with animateAlong in IE7

    - by Andrei
    Hi there, I'm having trouble making a simple shape move along a path in IE7 (the only version of IE I tried, actually). The following code works fine in chrome and firefox, but not IE. I couldn't find an obvious reason, has anybody seen something similar? canvas.path(rPath.path).attr("stroke", "blue"); var circle = canvas.circle(rPath.startX, rPath.startY, 5); circle.animateAlong(rPath.path, 3000, true); My rPath variable has the path and the starting point coordinates. Microsoft script debugger points to this line as the one where the code breaks: os.left != (t = x - left + "px") && (os.left = t); (line 2131 inside the uncompressed raphael.js script file, inside Element[proto].setBox = function (params, cx, cy) {...}) Any ideas? Any experience (good or bad) with raphael's animateAlong in IE7? TIA, Andrei

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  • Create Class functions on the fly?

    - by JasonS
    Hi, i have a validation class which needs improving. If I require some custom validation I need to specify a custom function. It works a bit like this: The controller tells the validation that a custom validation function is required. The controller runs the validation. --- Gets iffy here --- Validation class creates a new instance of the controller class.... Validation class runs controller-custom_validation_function() Validation class returns true / false Is there someway that I can alter this to do something like this? $validation = new validation; // Insert rules here. $validation-function() = $this-function(); By doing this I could get rid of the step of creating an unneeded class instance.

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  • .NET Type Conversion Issue: Simple but difficult

    - by jaderanderson
    Well, the question is kinda simple. I have a object defined as: public class FullListObject : System.Collections.ArrayList, IPagedCollection And when i try to: IPagedCollection pagedCollection = (IPagedCollection)value; It don't work... value is a FullListObject... this is my new code trying to get around a issue with the "is" operator. When the system tests (value is IPagedCollection) it never gets true for FullListObject. How to cast the object to another object with a interface type?

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  • Flash AS3 undefined property MouseEvent in document class

    - by Lee
    Hi guys, this is my first time trying to use document classes in AS3 and im struggling. I am trying to add event listeners to a 2 levels deep movie clip, waiting for a click however i am getting the following error. ERROR: Access of undefined property MouseEvent package { import flash.display.MovieClip; import flash.media.Sound; import flash.media.SoundChannel; public class game extends MovieClip { public var snd_state = true; public function game() { ui_setup(); } public function ui_setup() { ui_mc.toggleMute_mc.addEventListener(MouseEvent.CLICK, snd_toggle); } public function snd_toggle(MouseEvent) { // 0 = No Sound, 1 = Full Sound trace("Toggle"); } } }

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  • Qt - activate window

    - by Ockonal
    Hello, i have a QMainWindow. It has this parameters: this->setWindowFlags(Qt::Tool); this->setFocusPolicy(Qt::StrongFocus); this->setAttribute(Qt::WA_QuitOnClose,true); After showEvent calles my window is shown but unactivated. I tried to overload show function: ... QMainWindow::showEvent(event); this->activateWindow(); ... But it doesn't help me. EDIT: When i commented line this->setWindowFlags(Qt::Tool); everything worked fine, but i need in tool-flag. Any ideas? EDIT: OS: Linux Programming language: c++ Qt version: 4.5.1

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  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

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  • What are the use cases for closures/callback functions in Javascript?

    - by Christopher Altman
    I was listening to Crockford's talk on Javascript closures and am convinced of the benefit of information hiding, but I do not have a firm understanding of when to use callback functions. It is mostly a true statement that a person could accomplish the same functionality with or without callbacks. As someone who is writing code, what heuristics or cues should I keep in mind when determining when to use callbacks/closures? I am not looking for the blanket statement 'Closures make more secure code', rather a list of practical examples or rules of thumb for when callbacks are the right idea. Crockford's Presentation: http://www.yuiblog.com/blog/2010/04/08/video-crockonjs-5/

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