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  • How best to handle ID3D11InputLayout in rendering code?

    - by JohnB
    I'm looking for an elegant way to handle input layouts in my directx11 code. The problem I have that I have an Effect class and a Element class. The effect class encapsulates shaders and similar settings, and the Element class contains something that can be drawn (3d model, lanscape etc) My drawing code sets the device shaders etc using the effect specified and then calls the draw function of the Element to draw the actual geometry contained in it. The problem is this - I need to create an D3D11InputLayout somewhere. This really belongs in the Element class as it's no business of the rest of the system how that element chooses to represent it's vertex layout. But in order to create the object the API requires the vertex shader bytecode for the vertex shader that will be used to draw the object. In directx9 it was easy, there was no dependency so my element could contain it's own input layout structures and set them without the effect being involved. But the Element shouldn't really have to know anything about the effect that it's being drawn with, that's just render settings, and the Element is there to provide geometry. So I don't really know where to store and how to select the InputLayout for each draw call. I mean, I've made something work but it seems very ugly. This makes me thing I've either missed something obvious, or else my design of having all the render settings in an Effect, the Geometry in an Element, and a 3rd party that draws it all is just flawed. Just wondering how anyone else handles their input layouts in directx11 in a elegant way?

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  • Please recommend a patterns book for iOS development

    - by Brett Ryan
    I've read several books on iOS development and Objective-C, however what a lot of them teach is how to work with interfaces and all contain the model inside the view controller, i.e. a UITableViewController based view will simply have an NSArray as it's model. I'm interested in what the best practices are for designing the structure of an application. Specifically I'm interested in best practices for the following: How to separate a model from the view controller. I think I know how to do this by simply replacing the NSArray style example with a specific model object, however what I do not know how to do is alert the view when the model changes. For example in .NET I would solve this by conforming to INotifyPropertyChanged and databinding, and similarly with Java I would use PropertyChangeListener. How to create a service model for my domain objects. For example I want to learn the best way to create a service for a hypothetical Widget object to manage an internal DB and also services for communicating with remote endpoints. I need to learn the best ways to do this in a way that interface components can subscribe to events such as widgetUpdated. These services should be singleton classes and some how dependency injected into model/controller objects. Books I've read so far are: Programming in Objective-C (4th Edition) Beginning iOS 5 Development: Exploring the iOS SDK The iOS 5 Developer's Cookbook: Expanded Electronic Edition: Essentials and Advanced Recipes for iOS Programmers Learn Objective-C on the Mac: For OS X and iOS I've also purchased the following updated books but not yet read them. The Core iOS 6 Developer's Cookbook (4th edition Programming in Objective-C (5th Edition) I come from a Java and C# background with 15 years experience, I understand that many of the ways I would do things in these languages may not fit to the ObjC way of developing applications. Any guidance on the topic is very much appreciated.

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  • How to enable Unity 3D support in 12.04 using open-source drivers for RadeonHD cards?

    - by martin
    As the title says I can't enable the Unity 3D support when I'm using open-source drivers (xorg-edgers). I have an xfx Radeon HD 6950 by the way. If I install the proprietary 12.3 drivers from AMD it works, but I get poorer 2D performance than the open-source drivers and also I get some freezes and lock ups at random. So because of this I'm trying the open-source drivers and so far no issues at all, except this one. Running this command $ /usr/lib/nux/unity_support_test -p shows this: OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no And this command $ lspci -nn | grep VGA shows: 01:00.0 VGA compatible controller [0300]: Advanced Micro Devices [AMD] nee ATI Cayman PRO [Radeon HD 6950] [1002:6719] So, is this normal? Do I need to go back to proprietary drivers to enable Unity 3D? If anyone can give me help, I'll much appreciate it.

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  • What are some arguments AGAINST using EntityFramework?

    - by Rachel
    The application I am currently building has been using Stored procedures and hand-crafted class models to represent database objects. Some people have suggested using Entity Framework and I am considering switching to that since I am not that far into the project. My problem is, I feel the people arguing for EF are only telling me the good side of things, not the bad side :) My main concerns are: We want Client-Side validation using DataAnnotations, and it sounds like I have to create the client-side models anyways so I am not sure that EF would save that much coding time We would like to keep the classes as small as possible when going over the network, and I have read that using EF often includes extra data that is not needed We have a complex database layer which crosses multiple databases, and I am not sure EF can handle this. We have one Common database with things like Users, StatusCodes, Types, etc and multiple instances of our main databases for different instances of the application. SELECT queries can and will query across all instances of the databases, however users can only modify objects that are in the database they are currently working on. They can switch databases without reloading the application. Object modes are very complex and there are often quite a few joins involved Arguments for EF are: Concurrency. I wouldn't have to code in checks to see if the record was updated before each save Code Generation. EF can generate partial class models and POCOs for me, however I am not positive this would really save me that much time since I think we would still need to create the client-side models for validation and some custom parsing methods. Speed of development since we wouldn't need to create the CRUD stored procedures for every database object Our current architecture consists of a WPF Service which handles database calls via parameterized Stored Procedures, POCO objects that go to/from the WCF service and the WPF client, and the WPF client itself which transforms POCOs into class Models for the purpose of Validation and DataBinding.

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  • Which algorithm used in Advance Wars type turn based games

    - by Jan de Lange
    Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to search through up to a reasonable depth like one would do in a game with a smaller search base like chess? There is some path-finding needed to to engage into combat, harvest, or move to an object, so that in the next move such actions are possible. With this you can build a search tree for each item, resulting in a large tree for all items. With a cost function one can determine the best moves. Then the board flips over to the player role (min/max) and the computer searches the best player move, and flips back etc. upto a number of cycles deep. Finally it has found the best move and now it's the players turn. But he may be asleep by now... So how is this done in practice? I have found several good sources on A*, DFS, BFS, evaluation / cost functions etc. But as of yet I do not see how I can put it all together.

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  • Changing Palette for Day/Light Mode using GIMP

    - by J.C.
    Hello, Suppose I've a picture, which want to achieve day/light mode by changing 8bpp color palette. If I want the pixel index of my picture is always fixed for both day mode and night mode. For example, the 1st pixel index is 100. Which I can look up index 100 in day mode palette and night mode palette. How can I use GIMP to do so? My goal is to not update my pixel index of my picture. Also, as you see in two palette, they are not one one mapping. That is index 1 of the day mode palette and index 1 of the night mode palette may not used in the same pixel of the picture, how can I tackle this problem? Actually, my use case is as follow I want to use one 8bpp picture to achieve day/night mode by update only the color palette (without updating the pixel index). The advantage is I only have to prepare 2 256 byte palette rather than saving 2 big pictures in my limited data ram. Thanks a lot

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  • Level editor event system, how to translate event to game action

    - by Martino Wullems
    Hello, I've been busy trying to create a level editor for a tile based game i'm working on. It's all going pretty fine, the only thing i'm having trouble with is creating a simple event system. Let's say the player steps on a particulair tile that had the action "teleport" assigned to it in the editor. The teleport string is saved in the tile object as a variable. When creating the tilegrid an actionmanager class scans the action variable and assigns actions to the variable. public static class ActionManager { public static function ParseTileAction(tile:Tile) { switch(tile.action) { case "TELEPORT": //assign action here break; } } } Now this is an collision event, so I guess I should also provide an object to colide with the tile. But what if it would have to count for collision with all objects in the world? Also, checking for collisions in the actionmanager class doesn't seem very efficient. Am I even on the right track here? I'm new to game design so I could be completly off track. Any tips on how handeling and creating events using an editor is usually done would be great. The main problem i'm having is the Thanks in advance.

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  • ASP.NET: Using conditionals in data binding expressions

    - by DigiMortal
    ASP.NET 2.0 has no support for using conditionals in data binding expressions but it will change in ASP.NET 4.0. In this posting I will show you how to implement Iif() function for ASP.NET 2.0 and how ASP.NET 4.0 solves this problem smoothly without any code. Problem Let’s say we have simple repeater. <asp:Repeater runat="server" ID="itemsList">     <HeaderTemplate>         <table border="1" cellspacing="0" cellpadding="5">     </HeaderTemplate>     <ItemTemplate>         <tr>         <td align="right"><%# Container.ItemIndex + 1 %>.</td>         <td><%# Eval("Title") %></td>         </tr>     </ItemTemplate>     <FooterTemplate>         </table>     </FooterTemplate> </asp:Repeater> Repeater is bound to data when form loads. protected void Page_Load(object sender, EventArgs e) {     var items = new[] {                     new { Id = 1, Title = "Headline 1" },                     new { Id = 2, Title = "Headline 2" },                     new { Id = 2, Title = "Headline 3" },                     new { Id = 2, Title = "Headline 4" },                     new { Id = 2, Title = "Headline 5" }                 };     itemsList.DataSource = items;     itemsList.DataBind(); } We need to format even and odd rows differently. Let’s say we want even rows to be with whitesmoke background and odd rows with white background. Just like shown on screenshot on right. Our first thought is to use some simple expression to avoid writing custom methods. We cannot use construct like this <%# Container.ItemIndex % 2==0 ? "white" : "whitesmoke"  %> because all we get are template compilation errors. ASP.NET 2.0: Iif() method For ASP.NET 2.0 pages and controls we can create Iif() method and call it from our templates. This is out Iif() method. protected object Iif(bool condition, object trueResult, object falseResult) {     return condition ? trueResult : falseResult; } And here you can see how to use it. <asp:Repeater runat="server" ID="itemsList">   <HeaderTemplate>     <table border="1" cellspacing="0" cellpadding="5">     </HeaderTemplate>   <ItemTemplate>     <tr style='background-color:'       <%# Iif(Container.ItemIndex % 2==0 ? "white" : "whitesmoke") %>'>       <td align="right">         <%# Container.ItemIndex + 1 %>.</td>       <td>         <%# Eval("Title") %></td>     </tr>   </ItemTemplate>   <FooterTemplate>     </table>   </FooterTemplate> </asp:Repeater> This method does not care about types because it works with all objects (and value-types). I had to define this method in code-behind file of my user control because using this method as extension method made it undetectable for ASP.NET template engine. ASP.NET 4.0: Conditionals are supported In ASP.NET 4.0 we will write … hmm … we will write nothing special. Here is solution. <asp:Repeater runat="server" ID="itemsList">   <HeaderTemplate>     <table border="1" cellspacing="0" cellpadding="5">     </HeaderTemplate>   <ItemTemplate>     <tr style='background-color:'       <%# Container.ItemIndex % 2==0 ? "white" : "whitesmoke" %>'>       <td align="right">         <%# Container.ItemIndex + 1 %>.</td>       <td>         <%# Eval("Title") %></td>     </tr>   </ItemTemplate>   <FooterTemplate>     </table>   </FooterTemplate> </asp:Repeater> Yes, it works well. :)

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  • Free NOSQL database for use with C# client [closed]

    - by Mitten
    I've never used NOSQL databases before, but so far it seems like the best data storage solution for my project. I am going to implement a datamining application. The data I would like to mine is thousands of documents which cannot be imported into datamining applications. To make to import easier and faster (than importing thousands of documents) I am planning to import these documents into a NOSQL database first and when import NOSQL database into datamining software. At the very least once I have all the data in NOSQL database I should be able to code simplest datamining logic myself. Am I correct that NOSQL databases allow to creates records of data, but they don't mandate all the records to adhere to the same data schema (same column names/types in a classic table oriended SQL databases)? I think for each document I would create a row/entry/object (not sure what is the correct term is in use in NOSQL world) which would be a string id, few (columns) with unstructured text data, and a dozens of columns mostly of datetime and integer types. From its name NOSQL does not support SQL query syntax, but it support locating the object(row/entry?) by its unique id. Does NOSQL support qyuering objects using property=value syntax? Unfortunately most of free NOSQL db only support Java/C++ clients, which free NOSQL db would you recommend for a C# programmer?

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  • Resolution Independence in libGDX

    - by ashes999
    How do I make my libGDX game resolution/density independent? Is there a way to specify image sizes as "absolute" regardless of the underlying density? I'm making a very simple kids game; just a bunch of sprites displayed on-screen, and some text for menus (options menu primarily). What I want to know is: how do I make my sprites/fonts resolution independent? (I have wrapped them in my own classes to make things easier.) Since it's a simple kids game, I don't need to worry about the "playable area" of the game; I want to use as much of the screen space as possible. What I'm doing right now, which seems super incorrect, is to simply create images suitable for large resolutions, and then scale down (or rarely, up) to fit the screen size. This seems to work okay (in the desktop version), even with linear mapping on my textures, but the smaller resolutions look ugly. Also, this seems to fly in the face of Android's "device independent pixels" (DPs). Or maybe I'm missing something and libGDX already takes care of this somehow? What's the best way to tackle this? I found this link; is this a good way of solving the problem?: http://www.dandeliongamestudio.com/2011/09/12/android-fragmentation-density-independent-pixel-dip/ It mentions how to control the images, but it doesn't mention how to specify font/image sizes regardless of density.

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  • File saving disabled 'Saving has been disabled by system admin'

    - by Gubuntu
    I have coded my own html website recently, and today wished to add a Google calender object to it. I have not put this website on the web because it is for my own personal use and I can't buy a domain. So I just have a folder on my pc that I load the index.html from now and then. As I was saying, today I got an error while trying to save the Google calender object in. I am system admin on my PC, in fact no one else uses but me, except when I have friends round, but for once my PC seems to think I'm some standard account user, because I couldn't save. I thought of clicking close and seeing if it came up with save as, but it didn't, it said 'Are you sure you want to close without saving?' or something along the lines of that, and 'Saving has been disabled by your system admin.' I couldn't do anything. I tried looking at the settings of the file, and it had me as read only in one of the selections, so I changed that to read & write, but to no avail. I did not save as root when I last edited the file, so I don't get what's going on. Help! P.S. This is on Ask Ubuntu not Superuser because it is on my Ubuntu PC and it appears to be a problem with Ubuntu not root or hardware.

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  • The road to become a programmer [closed]

    - by user68991
    I'm looking for a 'career' change, I don't actually have a career at the moment since I haven't been able to find a job since I graduated with a degree in Materials Engineering. One of my loves has always been computers and programming, though I have never studied it seriously. When I was 11 I wrote a very basic graphical 'game' using notepad and HTML, where I drew each possible position of the main character on the different 'maze' level in MSPaint, using pictures of arrows as links to a new page with the character in a new position, and various other buttons would pop up 'search box', 'press button' etc. At the time I thought this was an amazing achievement of my programming skills. I've used a little bit of FORTRAN 90 whilst I was at university, which rekindled my interest in programming. When I was a kid I mainly used C and HTML, but only very basically as my 'game' suggests. I want to learn a new programming language, I'm not entirely sure where I want to go with it, but the number one contender at the moment is android apps. I'm looking at learning Java, but I've read that it's a difficult place to begin with; so I've also looked at learning Visual Basic, which I believe is also object oriented(?) but a little easier to understand? (not that I know what an object is anyway). Any information people could give me regarding which language to learn, and if there are any good online tutorial for that language I'd really appreciate it. Some of the tutorials I've used so far are full or jargon I can't understand. Also, I'm not afraid of maths having got an engineering degree. Thanks in advance for any help/advice. James

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  • Intercept method calls in Groovy for automatic type conversion

    - by kerry
    One of the cooler things you can do with groovy is automatic type conversion.  If you want to convert an object to another type, many times all you have to do is invoke the ‘as’ keyword: def letters = 'abcdefghijklmnopqrstuvwxyz' as List But, what if you are wanting to do something a little fancier, like converting a String to a Date? def christmas = '12-25-2010' as Date ERROR org.codehaus.groovy.runtime.typehandling.GroovyCastException: Cannot cast object '12-25-2010' with class java.lang.String' to class 'java.util.Date' No bueno! I want to be able to do custom type conversions so that my application can do a simple String to Date conversion. Enter the metaMethod. You can intercept method calls in Groovy using the following method: def intercept(name, params, closure) { def original = from.metaClass.getMetaMethod(name, params) from.metaClass[name] = { Class clazz -> closure() original.doMethodInvoke(delegate, clazz) } } Using this method, and a little syntactic sugar, we create the following ‘Convert’ class: // Convert.from( String ).to( Date ).using { } class Convert { private from private to private Convert(clazz) { from = clazz } static def from(clazz) { new Convert(clazz) } def to(clazz) { to = clazz return this } def using(closure) { def originalAsType = from.metaClass.getMetaMethod('asType', [] as Class[]) from.metaClass.asType = { Class clazz -> if( clazz == to ) { closure.setProperty('value', delegate) closure(delegate) } else { originalAsType.doMethodInvoke(delegate, clazz) } } } } Now, we can make the following statement to add the automatic date conversion: Convert.from( String ).to( Date ).using { new java.text.SimpleDateFormat('MM-dd-yyyy').parse(value) } def christmas = '12-25-2010' as Date Groovy baby!

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  • Designing a Database Application with OOP

    - by Tim C
    I often develop SQL database applications using Linq, and my methodology is to build model classes to represent each table, and each table that needs inserting or updating gets a Save() method (which either does an InsertOnSubmit() or SubmitChanges(), depending on the state of the object). Often, when I need to represent a collection of records, I'll create a class that inherits from a List-like object of the atomic class. ex. public class CustomerCollection : CoreCollection<Customer> { } Recently, I was working on an application where end-users were experiencing slowness, where each of the objects needed to be saved to the database if they met a certain criteria. My Save() method was slow, presumably because I was making all kinds of round-trips to the server, and calling DataContext.SubmitChanges() after each atomic save. So, the code might have looked something like this foreach(Customer c in customerCollection) { if(c.ShouldSave()) { c.Save(); } } I worked through multiple strategies to optimize, but ultimately settled on passing a big string of data to a SQL stored procedure, where the string has all the data that represents the records I was working with - it might look something like this: CustomerID:34567;CurrentAddress:23 3rd St;CustomerID:23456;CurrentAddress:123 4th St So, SQL server parses the string, performs the logic to determine appropriateness of save, and then Inserts, Updates, or Ignores. With C#/Linq doing this work, it saved 5-10 records / s. When SQL does it, I get 100 records / s, so there is no denying the Stored Proc is more efficient; however, I hate the solution because it doesn't seem nearly as clean or safe. My real concern is that I don't have any better solutions that hold a candle to the performance of the stored proc solution. Am I doing something obviously wrong in how I'm thinking about designing database applications? Are there better ways of designing database applications?

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  • Generic Repository with SQLite and SQL Compact Databases

    - by Andrew Petersen
    I am creating a project that has a mobile app (Xamarin.Android) using a SQLite database and a WPF application (Code First Entity Framework 5) using a SQL Compact database. This project will even eventually have a SQL Server database as well. Because of this I am trying to create a generic repository, so that I can pass in the correct context depending on which application is making the request. The issue I ran into is my DataContext for the SQL Compact database inherits from DbContext and the SQLite database inherits from SQLiteConnection. What is the best way to make this generic, so that it doesn't matter what kind of database is on the back end? This is what I have tried so far on the SQL Compact side: public interface IRepository<TEntity> { TEntity Add(TEntity entity); } public class Repository<TEntity, TContext> : IRepository<TEntity>, IDisposable where TEntity : class where TContext : DbContext { private readonly TContext _context; public Repository(DbContext dbContext) { _context = dbContext as TContext; } public virtual TEntity Add(TEntity entity) { return _context.Set<TEntity>().Add(entity); } } And on the SQLite side: public class ElverDatabase : SQLiteConnection { static readonly object Locker = new object(); public ElverDatabase(string path) : base(path) { CreateTable<Ticket>(); } public int Add<T>(T item) where T : IBusinessEntity { lock (Locker) { return Insert(item); } } }

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  • Shared Folders in VirtualBox on Windows 7

    In my adventures with VirtualBox, my latest victory was in figuring out how to share folders between my host OS (Windows 7) and my virtual OS (Windows Server 2008).  Im familiar with VirtualPC and other such products, which allow you to share local folders with the VM.  When you do, they just show up in Windows Explorer and all is good.  However, after configuring shared folders in VirtualBox like so:   I couldnt see them anywhere within the machine. Where are Shared Folders in a VirtualBox VM? Fortunately a bit of searching yielded this article, which describes the problem nicely.  It turns out that there is a magic word you have to know, and that is the share name for the host OS: \\vboxsrv Once you know this, mapping shared folders is straightforward.  From Windows Explorer, click on the Map network drive option, and then map a drive to \\vboxsrv\YOURSHAREDFOLDER Like so: With that, its easy to share folders between the client and host OS using VirtualBox.  The reason I didnt simply use a standard network share to my host OS machine name is that both guest and host are in a VPN, and the VPN is over the Internet and in a different country, so when I went that route my files were (apparently) traveling from host to guest by way of the remote VPN network, rather than locally.  Using the Shared Folders feature dramatically sped up my ability to transfer files between Host and Guest machines. Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Unity scaling instantiated GameObject at Start() doesn't "keep"

    - by Shivan Dragon
    I have a very simple scenario: A box-like Prefab which is imported from Blender automatically (I have the .blend file in the Assets folder). A script that has two public GameObject fields. In one I place the above prefab, and in the other I place a terrain object (which I've created in Unity's graphical view): public Collider terrain; public GameObject aStarCellHighlightPrefab; This script is attached to the camera. The idea is to have the Blender prefab instantiated, have the terrain set as its parent, and then scale said prefab instance up. I first did it like this, in the Start() method: void Start () { cursorPositionOnTerrain = new RaycastHit(); aStarCellHighlight = (GameObject)Instantiate(aStarCellHighlightPrefab, new Vector3(300,300,300), terrain.transform.rotation); aStarCellHighlight.name = "cellHighlight"; aStarCellHighlight.transform.parent = terrain.transform; aStarCellHighlight.transform.localScale = new Vector3(100,100,100); } and first thought it didn't work. However later I noticed that it did in fact work, in the sense where the scale was applied right at the start, but then right after the prefab instance came back to its initial scale. Putting the scale code in the Update() methods fixes it in the sense where now it stays scaled all the time: void Update () { aStarCellHighlight.transform.localScale = new Vector3(100,100,100); //... } However I've noticed that when I run this code, the object is first displayed without the scale being applied, and it takes about 5-10 seconds for the scale to happen. During this time everything works fine (like input and logging, etc). The scene is very simple, it's not like it has a lot of stuff to load or anything (there's a Ray cast from the camera on to the terrain, but that seems to happen without such delays). My (2 part) question is: Why doesn't it take the scale transform when I do it at the beginning in the Start() method. Why do I have to keep scaling it in the Update() method? Why does it take so long for the scale to "apply/show up".

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  • SQL SERVER – A Cool Trick – Restoring the Default SQL Server Management Studio – SSMS

    - by pinaldave
    “I do not know where my windows went!” “I just closed my object explorer and now I cannot find it.” “How do I get my original windows layout back in SQL Server Management Studio?” “How do I get the window which was there in left side back again?” Since last 2-3 years, every single day I receive more than 5 emails on SSMS and its layout. For the beginners it is very common to get confused when they attempt to change SQL Server Management Studio’s windows layout. They often change the layout and are not able to get the original layout back. Often people do not change the layout whole of their life, leading to uncomfortable feeling when they go to another’s computer where the windows are differently placed. Today’s blog post is dedicated all the beginners in SQL Server. It is extremely simple to reset the SSMS layout to default layout. The default layout involves 2 major things 1) Object Explorer on left side 2) Query Windows on right side (80% screen estate). Personally I am so used to this as well that if there is any other changes in the same, I do not enjoy working on the environment. Well, the solution to rest the SSMS layout is very simple. One can do it in split seconds.  To restore the default configuration, on the Window menu, click Reset Window Layout. Have you ever used this feature? Do you feel uncomfortable when SSMS layout is not in default state? How do you address this situation? Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, T SQL, Technology

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  • apply non-hierarchial transforms to hierarchial skeleton?

    - by user975135
    I use Blender3D, but the answer might not API-exclusive. I have some matrices I need to assign to PoseBones. The resulting pose looks fine when there is no bone hierarchy (parenting) and messed up when there is. I've uploaded an archive with sample blend of the rigged models, text animation importer and a test animation file here: http://www.2shared.com/file/5qUjmnIs/sample_files.html Import the animation by selecting an Armature and running the importer on "sba" file. Do this for both Armatures. This is how I assign the poses in the real (complex) importer: matrix_bases = ... # matrix from file animation_matrix = matrix_basis * pose.bones['mybone'].matrix.copy() pose.bones[bonename].matrix = animation_matrix If I go to edit mode, select all bones and press Alt+P to undo parenting, the Pose looks fine again. The API documentation says the PoseBone.matrix is in "object space", but it seems clear to me from these tests that they are relative to parent bones. Final 4x4 matrix after constraints and drivers are applied (object space) I tried doing something like this: matrix_basis = ... # matrix from file animation_matrix = matrix_basis * (pose.bones['mybone'].matrix.copy() * pose.bones[bonename].bone.parent.matrix_local.copy().inverted()) pose.bones[bonename].matrix = animation_matrix But it looks worse. Experimented with order of operations, no luck with all. For the record, in the old 2.4 API this worked like a charm: matrix_basis = ... # matrix from file animation_matrix = armature.bones['mybone'].matrix['ARMATURESPACE'].copy() * matrix_basis pose.bones[bonename].poseMatrix = animation_matrix pose.update() Link to Blender API ref: http://www.blender.org/documentation/blender_python_api_2_63_17/bpy.types.BlendData.html#bpy.types.BlendData http://www.blender.org/documentation/blender_python_api_2_63_17/bpy.types.PoseBone.html#bpy.types.PoseBone

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  • asp.net mvc vs angular.js model binding

    - by aw04
    So I've noticed a trend lately of .net web developers using angular.js on the client side of applications and I've become more curious as I play around with angular and compare it to how I would do things in asp.net mvc. I'll give a quick example of what really got me thinking. I recently came across a situation at work (I work in a .net environment) where I needed to create a table bound to a collection of objects that had the ability to add and remove rows/items from the collection. I had an add button that created a new object and appended a row to the end of the table, and a remove button in each row to remove a particular object/row. Using asp.net mvc, I first found myself making an ajax call to the server for each operation, updating the server side model, and refreshing part of the page to show the result in the table. This worked but I didn't really like the idea of calling the server to update the model each time, so I tried to come up with a solution to do this on the client side. It turned out to be quite a task, as I had to generate the html on add with validation and all and the correct indexing for the model binding to work. It got worse on remove, as I ended up with a crazy string replace function to recreate the indexes on each item to satisfy the binding requirements (if an item other than the last is removed, the indexes are no longer correct). Now out of curiosity, I tried to recreate this at home in angular (which I had no experience with) and it took me all of about 10 minutes with simple functions to add and remove items from the client side model. This is just one example, but it seems to me that I'm able to achieve the same results with far fewer calls to the server in angular because of the fact that it binds to a client side model. So my question is, is this a distinct advantage of using a javascript mvc framework or am I somehow under utilizing the power of asp.net mvc and am I right in thinking that these operations should be done on the client and have no business requiring calls to the server?

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  • Ubuntu and bumblebee and intel problem

    - by LnxSlck
    I have a brain teaser that i can't solve. When 12.04 (64bits) came out, i did a fresh install and then installed bumblebee with: sudo add-apt-repository ppa:bumblebee/stable sudo apt-get install bumblebee bumblebee-nvidia And Ubuntu recognized (System Settings - Details) Intel Card for primary card, and i could launch applications with optirun. I have: 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 01:00.0 VGA compatible controller: NVIDIA Corporation GF119 [GeForce GT 520MX] (rev ff) Now, a few days back, i did the exact same thing, installed from the same DVD everything the same, installed bumblebee the same way. Nvidia with Optirun works fine, but Ubuntu doesn't have 3D effects: root@deathstar:~# optirun /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 520MX/PCIe/SSE2 OpenGL version string: 4.2.0 NVIDIA 295.40 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no I never did anything to install Intel drivers (except installing mesa-utils), before bumblebee got everything working, but now i can't get Ubuntu to get Unity with 3D. Can someone help me please get Unity 3d working? Your help will be much appreciated

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  • DAO/Webservice Consumption in Web Application

    - by Gavin
    I am currently working on converting a "legacy" web-based (Coldfusion) application from single data source (MSSQL database) to multi-tier OOP. In my current system there is a read/write database with all the usual stuff and additional "read-only" databases that are exported daily/hourly from an Enterprise Resource Planning (ERP) system by SSIS jobs with business product/item and manufacturing/SCM planning data. The reason I have the opportunity and need to convert to multi-tier OOP is a newer more modern ERP system is being implemented business wide that will be a complete replacement. This newer ERP system offers several interfaces for third party applications like mine, from direct SQL access to either a dotNet web-service or a SOAP-like web-service. I have found several suitable frameworks I would be happy to use (Coldspring, FW/1) but I am not sure what design patterns apply to my data access object/component and how to manage the connection/session tokens, with this background, my question has the following three parts: Firstly I have concerns with moving from the relative safety of a SSIS job that protects me from downtime and speed of the ERP system to directly connecting with one of the web services which I note seem significantly slower than I expected (simple/small requests often take up to a whole second). Are there any design patterns I can investigate/use to cache/protect my data tier? It is my understanding data access objects (the component that connects directly with the web services and convert them into the data types I can then work with in my Domain Objects) should be singletons (and will act as an Adapter/Facade), am I correct? As part of the data access object I have to setup a connection by username/password (I could set up multiple users and/or connect multiple times with this) which responds with a session token that needs to be provided on every subsequent request. Do I do this once and share it across the whole application, do I setup a new "connection" for every user of my application and keep the token in their session scope (might quickly hit licensing limits), do I set the "connection" up per page request, or is there a design pattern I am missing that can manage multiple "connections" where a requests/access uses the first free "connection"? It is worth noting if the ERP system dies I will need to reset/invalidate all the connections and start from scratch, and depending on which web-service I use might need manually close the "connection/session"

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  • ASP.NET ViewState Tips and Tricks #1

    - by João Angelo
    In User Controls or Custom Controls DO NOT use ViewState to store non public properties. Persisting non public properties in ViewState results in loss of functionality if the Page hosting the controls has ViewState disabled since it can no longer reset values of non public properties on page load. Example: public class ExampleControl : WebControl { private const string PublicViewStateKey = "Example_Public"; private const string NonPublicViewStateKey = "Example_NonPublic"; // DO public int Public { get { object o = this.ViewState[PublicViewStateKey]; if (o == null) return default(int); return (int)o; } set { this.ViewState[PublicViewStateKey] = value; } } // DO NOT private int NonPublic { get { object o = this.ViewState[NonPublicViewStateKey]; if (o == null) return default(int); return (int)o; } set { this.ViewState[NonPublicViewStateKey] = value; } } } // Page with ViewState disabled public partial class ExamplePage : Page { protected override void OnLoad(EventArgs e) { base.OnLoad(e); this.Example.Public = 10; // Restore Public value this.Example.NonPublic = 20; // Compile Error! } }

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  • How to use shared_ptr for COM interface pointers

    - by Seefer
    I've been reading about various usage advice relating to the new c++ standard smart pointers unique_ptr, shared_ptr and weak_ptr and generally 'grok' what they are about when I'm writing my own code that declares and consumes them. However, all the discussions I've read seem restricted to this simple usage situation where the programmer is using smart in his/her own code, with no real discussion on techniques when having to work with libraries that expect raw pointers or other types of 'smart pointers' such as COM interface pointers. Specifically I'm learning my way through C++ by attempting to get a standard Win32 real-time game loop up and running that uses Direct2D & DirectWrite to render text to the display showing frames per second. My first task with Direct2D is in creating a Direct2D Factory object with the following code from the Direct2D examples on MSDN: ID2D1Factory* pD2DFactory = nullptr; HRESULT hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pD2DFactory); pD2DFactory is obviously an 'out' parameter and it's here where I become uncertain how to make use of smart pointers in this context, if indeed it's possible. My inexperienced C++ mind tells me I have two problems: With pD2DFactory being a COM interface pointer type, how would smart_ptr work with the Add() / Release() member functions for a COM object instance? Are smart pointers able to be passed to functions in situations where the function is using an 'out' pointer parameter technique? I did experiment with the alternative of using _com_ptr_t in the comip.h header file to help with pointer lifetime management and declared the pD2DFactory pointer with the following code: _com_ptr_t<_com_IIID<pD2DFactory, &__uuidof(pD2DFactory)>> pD2DFactory = nullptr; and it appears to work so far but, as you can see, the syntax is cumbersome :) So, I was wondering if any C++ gurus here could confirm whether smart pointers are able to help in cases like this and provide examples of usage, or point me to more in-depth discussions of smart pointer usage when needing to work with other code libraries that know nothing of them. Or is it simply a case of my trying to use the wrong tool for the job? :)

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  • Multiple audio sources on a single gameObject in unity

    - by angryInsomniac
    So, I have an audio system set up wherein I have loaded all my audio clips centrally and play them on demand by passing the requesting audioSource into the sound manager. However, there is a complication wherein if I want to overlay multiple looping sounds, I need to have multiple audio sources on an object, which is fine , so I created two in my script instantiated them and played my clips on them and then the world went crazy. For some reason, when I create two audio Sources in an object only the latest one is ever used, even if I explicitly keep objects separated, playing a clip on one or the other plays the clip on the last one that was created, furthermore, either this last one is not created in the right place or somehow messes with the rolloff rules because I can hear it all across my level, havign just one source works fine, but putting a second one on it causes shit to go batshit insane. Does anyone know the reason / solution for this ? Some pseudocode : guardSoundsSource = (AudioSource)gameObject.AddComponent("AudioSource"); guardSoundsSource.name = "Guard_Sounds_source"; // Setup this source guardThrusterSource = (AudioSource)gameObject.AddComponent("AudioSource"); guardThrusterSource.name = "Guard_Thruster_Source"; // setup this source // play using custom Sound manager soundMan.soundMgr.playOnSource(guardSoundsSource,"Guard_Idle_loop" ,true,GameManager.Manager.PlayerType); // this method prints out the name of the source the sound was to be played on and it always shows "Guard_Thruster_Source" even on the "Guard_Idle_loop" even though I clearly told it to use "Guard_Sounds_source"

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