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  • Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?

    - by DaveStance
    I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine in XNA 4.0 and I'm struggling with the process of integrating per-object and full-scene shaders in my current architecture. I'm using a component-entity design, wherein my "Entities" are merely collections of components that are acted upon by discreet system managers (SpatialProvider, SceneProvider, etc). In the context of this question, my draw call looks something like this: SceneProvider::Draw(GameTime) calls... ComponentManager::Draw(GameTime, SpriteBatch) which calls (on each drawable component) DrawnComponent::Draw(GameTime, SpriteBatch) The SpriteBatch is set up, with the default SpriteBatch shader, in the SceneProvider class just before it tells the ComponentManager to start rendering the scene. From my understanding, if a component needs to use a special shader to draw itself, it must do the following when it's Draw(GameTime, SpriteBatch) method is invoked: public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, EffectShader, ViewMatrix); // Draw things here that are shaded by the "EffectShader." spriteBatch.End(); spriteBatch.Begin(/* same settings that were set by SceneProvider to ensure the rest of the scene is rendered normally */); } My question is, having been told that numerous calls to SpriteBatch.Begin() and SpriteBatch.End() within a single frame was terrible for performance, is there a better way to do this? Is there a way to instruct the currently running SpriteBatch to simply change the Effect shader it is using for this particular draw call and then switch it back before the function ends?

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  • How to update entity states and animations in a component-based game

    - by mivic
    I'm trying to design a component-based entity system for learning purposes (and later use on some games) and I'm having some troubles when it comes to updating entity states. I don't want to have an update() method inside the Component to prevent dependencies between Components. What I currently have in mind is that components hold data and systems update components. So, if I have a simple 2D game with some entities (e.g. player, enemy1, enemy 2) that have Transform, Movement, State, Animation and Rendering components I think I should have: A MovementSystem that moves all the Movement components and updates the State components And a RenderSystem that updates the Animation components (the animation component should have one animation (i.e. a set of frames/textures) for each state and updating it means selecting the animation corresponding to the current state (e.g. jumping, moving_left, etc), and updating the frame index). Then, the RenderSystem updates the Render components with the texture corresponding to the current frame of each entity's Animation and renders everything on screen. I've seen some implementations like Artemis framework, but I don't know how to solve this situation: Let's say that my game has the following entities. Each entity have a set of states and one animation for each state: player: "idle", "moving_right", "jumping" enemy1: "moving_up", "moving_down" enemy2: "moving_left", "moving_right" What are the most accepted approaches in order to update the current state of each entity? The only thing that I can think of is having separate systems for each group of entities and separate State and Animation components so I would have PlayerState, PlayerAnimation, Enemy1State, Enemy1Animation... PlayerMovementSystem, PlayerRenderingSystem... but I think this is a bad solution and breaks the purpose of having a component-based system. As you can see, I'm quite lost here, so I'd very much appreciate any help.

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  • Cat 6 Only 100mbit speed

    - by Stu2000
    I tried two different cat6 cables directly connected between my two ubuntu machines. This one I ordered online: http://www.amazon.co.uk/gp/product/B002SQPDXS/ref=wms_ohs_product only achieves 100mbit speeds, but does appear to be supporting cross-talk (direct pc to pc), the other cat 6 cable, worked perfectly and gets the full 1gigabit speed. Both tests were performed using ftp and checking the network monitor with direct pc to pc connection. Did the product from amazon lie to me or do I need to manually set a setting somewhere in ubuntu for some cables? I had thought 10 quid for 20m of gigabit ethernet cable was a bit cheap, you get what you pay for... Regards, Stu Update: It seems that after rebooting, the device is set to 1000mbit sec when looking it up with sudo ethtool eth0 However after a while, this will drop down to just 100, after which to reset it to 1000 again, I have to reboot, and simply unpugging and re-plugging in the cable doesn't do it. I tried setting this in networking config file as suggested here: auto eth0 iface eth0 inet static pre-up /usr/sbin/ethtool -s eth0 speed 1000 duplex full but that resulted in my networking failing to start. Is there a problem with my 'auto-negotiation' or something? Can I manually override a setting to 1000mbit?

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  • Good 2D Platformer Physics

    - by Joe Wreschnig
    I have a basic character controller set up for a 2D platformer with Box2D, and I'm starting to tweak it to try to make it feel good. Physics engines have a lot of knobs to tweak, and it's not clear to me, writing with a physics engine for the first time, which ones I should use. Should jumping apply a force for several ticks? An impulse? Directly set velocity? How do I stop the avatar from sticking to walls without taking away all its friction (or do I take away all the friction, but only in the air)? Should I model the character as a capsule? A box with rounded corners? A box with two wheels? Just one big wheel? I feel like someone must have done this before! There seem to be very few resources available on the web that are not "baby's first physics", which all cut off where I'm hoping someone has already solved the issues. Most examples of physics engines for platformers have floaty-feeling controls, or in-air jumps, or easily exploitable behavior when temporary penetration is too high, etc. Some examples of what I mean: A short tap of jump jumps a short distance; a long tap jumps higher. Short skidding when stopping or reversing directions at high velocity. Standing stably on inclines (but maybe sliding down them when ducking). Analog speed when using an analog controller. All the other things that separate good platformers from bad platformers. Dare I suggest, stable moving platforms? I'm not really looking for "hey, do this." Obviously, the right thing to do is dependent on what I want in the game. But I'm hoping someone somewhere has gone through the possibilities and said "well technique A does feature X well, technique B does Y well, but that doesn't work with C", or has some worked examples beyond "if (key == space) character.impulse(0, 1)"

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  • (LWJGL) Pixel Unpack Buffer Object is Disabled? (glTextImage2D)

    - by OstlerDev
    I am trying to create a render target for my game so that I can re-render at a different screen size. But I am receiving the following error: Exception in thread "main" org.lwjgl.opengl.OpenGLException: Cannot use offsets when Pixel Unpack Buffer Object is disabled Here is the source code for my Render method: // clear screen GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Start FBO Rendering Code // The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer. int FramebufferName = GL30.glGenFramebuffers(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, FramebufferName); // The texture we're going to render to int renderedTexture = glGenTextures(); // "Bind" the newly created texture : all future texture functions will modify this texture glBindTexture(GL_TEXTURE_2D, renderedTexture); // Give an empty image to OpenGL ( the last "0" ) glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 1024, 768, 0,GL_RGB, GL_UNSIGNED_BYTE, 0); // Poor filtering. Needed ! glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Set "renderedTexture" as our colour attachement #0 GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, renderedTexture, 0); // Set the list of draw buffers. IntBuffer drawBuffer = BufferUtils.createIntBuffer(20 * 20); GL20.glDrawBuffers(drawBuffer); // Always check that our framebuffer is ok if(GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) != GL30.GL_FRAMEBUFFER_COMPLETE){ System.out.println("Framebuffer was not created successfully! Exiting!"); return; } // Resets the current viewport GL11.glViewport(0, 0, scaleWidth*scale, scaleHeight*scale); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); // let subsystem paint if (callback != null) { callback.frameRendering(); } // update window contents Display.update(); It is crashing on this line: glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 1024, 768, 0,GL_RGB, GL_UNSIGNED_BYTE, 0); I am not really sure why it is crashing and looking around I have not been able to find out why. Any help or insight would be greatly welcome.

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  • Dynamically setting a value in XAML page:

    - by kaleidoscope
    This is find that I came across while developing the Silverlight screen for MSFT BPO Invoice project. Consider an instance wherein I am calling a xaml page as a popup in my parent xaml. And suppose we wanted to dynamically set a textbox field in the parent page with the  values that we select from the popup xaml. I tried the following approaches to achieve the above scenario: 1. Creating an object of the parent page within the popup xaml and initializing its textbox field.         ParentPage p = new ParentPage();         ParentPage.txtCompCode.Text = selectedValue; 2. Using App app = (App)Application.Current and storing the selected value in app. 3. Using IsolatedStorage All the above approaches failed to produce the desired effect since in the first case I did not want the parent page to get initialized over and over again and furthermore in all the approaches the value was not spontaneously rendered on the parent page. After a couple of trials and errors I decided to tweak the g.cs file of the Parent xaml. *.g.cs files are autogenerated and their purpose is to wire xaml-element with the code-behind file. This file is responsible for having reference to xaml-elements with the x:Name-property in code-behind. So I changed the access modifier of supposed textbox fields to 'static' and then directly set the value in popup xaml page as so: ParentPage.txtCompCode.Text = selectedValue; This seemed to work perfectly. We can access any xaml's g.cs file by going to the definition of InitializeComponent() present in the constructor of the xaml. PS: I may have failed to explore other more efficient ways of getting this done. So if anybody does find a better alternative please feel free to get back to me. Tinu

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  • Sharing an internet connection through the Ethernet port

    - by Bob Cunningham
    I have a small living room PC (Bohica, running fully-updated Ubuntu 10.10/Maverick) connected to my HDTV that I use for web browsing and media streaming. It connects via WiFi (wlan0) to my Fedora server (Snafu) that in turn connects to the internet. I use static addressing, and everything has been working fine. I just got a Blu-ray player, and I'd like to give it wired network access to the internet via Bohica's available wired ethernet port (eth0). So far, I haven't been to get eth0 and the network configured to get the Blu-ray player talking to the internet. Here's my wlan0 configuration: ip4 addr: 192.168.0.100 mask: /24 (255.255.255.0) gateway: 192.168.0.4 (fedora box) The Blu-ray player is set to an IP of 192.168.0.98/24, with the same gateway as above. I want eth0 set to an IP of 192.168.0.99/24, but when I do this using nm-connection-editor I lose internet access (the system tries to use eth0 as the default internet access interface). How do I get my blu-ray player to talk to the internet through Bohica, and do so without disrupting my current (working) network? Thanks. Edit: Here's the relevant output from nm-tool with the Blu-ray player connected: $ nm-tool NetworkManager Tool State: connected - Device: eth0 Type: Wired Driver: forcedeth State: disconnected Default: no HW Address: 90:FB:A6:2C:94:32 Capabilities: Carrier Detect: yes Speed: 100 Mb/s Wired Properties Carrier: on - Device: wlan0 [wlan0] Type: 802.11 WiFi Driver: ndiswrapper State: connected Default: yes HW Address: 00:26:5A:C0:D0:05 IPv4 Settings: Address: 192.168.0.100 Prefix: 24 (255.255.255.0) Gateway: 192.168.0.4

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  • For a Javascript library, what is the best or standard way to support extensibility

    - by Michael Best
    Specifically, I want to support "plugins" that modify the behavior of parts of the library. I couldn't find much information on the web about this subject. But here are my ideas for how a library could be extensible. The library exports an object with both public and "protected" functions. A plugin can replace any of those functions, thus modifying the library's behavior. Advantages of this method are that it's simple and that the plugin's functions can have full access to the library's "protected" functions. Disadvantages are that the library may be harder to maintain with a larger set of exposed functions and it could be hard to debug if multiple plugins are involved (how to know which plugin modified which function?). The library provides an "add plugin" function that accepts an object with a specific interface. Internally, the library will use the plugin instead of it's own code if appropriate. With this method, the internals of the library can be rearranged more freely as long as it still supports the same plugin interface. This could also support having different plugin interfaces to modify different parts of the library. A disadvantage of this method is that the plugins may have to re-implement code that is already part of the library since the library's internal functions are not exported. The library provides a "set implementation" function that accepts an object inherited from a specific base object. The library's public API calls functions in the implementation object for any functionality that can be modified and the base implementation object includes the core functionality, with both external (to the API) and internal functions. A plugin creates a new implementation object, which inherits from the base object and replaces any functions it wants to modify. This combines advantages and disadvantages of both the other methods.

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  • How to do dependency Injection and conditional object creation based on type?

    - by Pradeep
    I have a service endpoint initialized using DI. It is of the following style. This end point is used across the app. public class CustomerService : ICustomerService { private IValidationService ValidationService { get; set; } private ICustomerRepository Repository { get; set; } public CustomerService(IValidationService validationService,ICustomerRepository repository) { ValidationService = validationService; Repository = repository; } public void Save(CustomerDTO customer) { if (ValidationService.Valid(customer)) Repository.Save(customer); } Now, With the changing requirements, there are going to be different types of customers (Legacy/Regular). The requirement is based on the type of the customer I have to validate and persist the customer in a different way (e.g. if Legacy customer persist to LegacyRepository). The wrong way to do this will be to break DI and do somthing like public void Save(CustomerDTO customer) { if(customer.Type == CustomerTypes.Legacy) { if (LegacyValidationService.Valid(customer)) LegacyRepository.Save(customer); } else { if (ValidationService.Valid(customer)) Repository.Save(customer); } } My options to me seems like DI all possible IValidationService and ICustomerRepository and switch based on type, which seems wrong. The other is to change the service signature to Save(IValidationService validation, ICustomerRepository repository, CustomerDTO customer) which is an invasive change. Break DI. Use the Strategy pattern approach for each type and do something like: validation= CustomerValidationServiceFactory.GetStratedgy(customer.Type); validation.Valid(customer) but now I have a static method which needs to know how to initialize different services. I am sure this is a very common problem, What is the right way to solve this without changing service signatures or breaking DI?

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  • ArchBeat Link-o-Rama for 11/29/2011

    - by Bob Rhubart
    Webcast: Introducing Oracle WebLogic Server 12c: Developer Deep Dive December 1, 2011 11am - 12pm PT / 2pm - 3pm ET. Learn how Oracle WebLogic Server 12c enables rapid development of modern, lightweight Java EE 6 applications. Discover how you can leverage the latest development technologies, tools and standards when deploying to Oracle WebLogic Server across both conventional and Cloud environments. Web Services in BI Publisher 11g | Robin Moffatt BI Publisher 11g comes with a shiny set of new Web Services, superseding those that were in 10g. Robin Moffatt's article discusses some of the uses, and ways to implement them. Stanford expands free, online information technology course offerings | ZDNet Joe McKendrick reports on new Stanford online courses set to start in January 2012. Courses include Software as a Service and Computer Science 101. The federal government's secret 1966 cloud computing plan | ZDNet "Even as far back as 45 years ago, the US federal government struggled to consolidate and become more service-oriented across its agency silos," says McKendrick. SOA Made Simple; Architects in AZ; Introduction to Cloud Migration This week on the Oracle Technology Network Architect Home Page. New release of S-ASH v.2.3 | Marcin Przepiorowski A short post from Marcin Przepiorowski on the new version of Oracle Simulate ASH. Architecture all day. Oracle Technology Network Architect Day - Phoenix, AZ Spend the day with your peers learning from Oracle experts on Cloud Computing, Engineered Systems, and more. Wednesday, December 14, 2011. 8:30am to 5:00pm. Registration is free, but seating is limited.

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  • Ubuntu 12.04.3 64 bit with Nemo 2.0.x no thumbnails

    - by Dr. Szrapnel
    I have strange problem with thumbnails in my Ubuntu machine. I was using Ubuntu with Cinnamon 1.8 from stable ppa and it was good but then Cinnamon 2.0 came out with some broken packages uploaded to stable ppa nad things gone wrong... Anyway after few updates Cinnamon started to work normaly except Nemo - there are no thumbnails at all, only icons. I heve tried purging /.cache/thumbnails and .thumbnails folders but this doesn't work. Next I have changed permissions for those folders - that didn't helped either. Then I've set Nemo as default file manager and desktop handler but with no result. What is weird - when I start Nautilus and open some folder with images then close it and open same folder with Nemo thumbnails appears but when I clean thumbnails directories there are no thumbnails again. It would be great if someone have some solution for this annoying Nemo behavior because I really don't want to resign from Cinnamon. p.s. I have set preview options in Nemo for Always and no bigger files than 4GB so that is not the case.

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  • nvidia-settings makes one of my dual monitors grey and useless, disables network

    - by Kerrick
    I'm running Ubuntu 12.04 64-bit, Precise Pangolin, with a PNY GTS 250 1GB video card and a monitor plugged into each of the DVI ports. I'm using the proprietary drivers (post-release updates). If I set anything to do with Separate X Screens up in nvidia-settings (and write it to xorg.conf and reboot), my second monitor has a grey background, no menu bar, no ability to have a window on it, the second monitor doesn't get picked up in a screneshot, and if I move my mouse cursor to it it's an ugly black X. Plus, my network is unable to connect to anything. If I subsequently delete /etc/X11/xorg.conf and reboot, everything goes back to working, albeit with a single monitor activated. If I set anything to do with TwinView up in nvidia-settings, my second monitor starts working, but it isn't seen as a second monitor by Ubuntu, so I can't apply color calibration to it separately. Plus, my mouse gets "caught" between the monitors every time I try to move my cursor between the two. What gives? If it helps, this is the xorg.conf that nvidia-settings generates for Separate X Screens.

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  • When someone deletes a shared data source in SSRS

    - by Rob Farley
    SQL Server Reporting Services plays nicely. You can have things in the catalogue that get shared. You can have Reports that have Links, Datasets that can be used across different reports, and Data Sources that can be used in a variety of ways too. So if you find that someone has deleted a shared data source, you potentially have a bit of a horror story going on. And this works for this month’s T-SQL Tuesday theme, hosted by Nick Haslam, who wants to hear about horror stories. I don’t write about LobsterPot client horror stories, so I’m writing about a situation that a fellow MVP friend asked me about recently instead. The best thing to do is to grab a recent backup of the ReportServer database, restore it somewhere, and figure out what’s changed. But of course, this isn’t always possible. And it’s much nicer to help someone with this kind of thing, rather than to be trying to fix it yourself when you’ve just deleted the wrong data source. Unfortunately, it lets you delete data sources, without trying to scream that the data source is shared across over 400 reports in over 100 folders, as was the case for my friend’s colleague. So, suddenly there’s a big problem – lots of reports are failing, and the time to turn it around is small. You probably know which data source has been deleted, but getting the shared data source back isn’t the hard part (that’s just a connection string really). The nasty bit is all the re-mapping, to get those 400 reports working again. I know from exploring this kind of stuff in the past that the ReportServer database (using its default name) has a table called dbo.Catalog to represent the catalogue, and that Reports are stored here. However, the information about what data sources these deployed reports are configured to use is stored in a different table, dbo.DataSource. You could be forgiven for thinking that shared data sources would live in this table, but they don’t – they’re catalogue items just like the reports. Let’s have a look at the structure of these two tables (although if you’re reading this because you have a disaster, feel free to skim past). Frustratingly, there doesn’t seem to be a Books Online page for this information, sorry about that. I’m also not going to look at all the columns, just ones that I find interesting enough to mention, and that are related to the problem at hand. These fields are consistent all the way through to SQL Server 2012 – there doesn’t seem to have been any changes here for quite a while. dbo.Catalog The Primary Key is ItemID. It’s a uniqueidentifier. I’m not going to comment any more on that. A minor nice point about using GUIDs in unfamiliar databases is that you can more easily figure out what’s what. But foreign keys are for that too… Path, Name and ParentID tell you where in the folder structure the item lives. Path isn’t actually required – you could’ve done recursive queries to get there. But as that would be quite painful, I’m more than happy for the Path column to be there. Path contains the Name as well, incidentally. Type tells you what kind of item it is. Some examples are 1 for a folder and 2 a report. 4 is linked reports, 5 is a data source, 6 is a report model. I forget the others for now (but feel free to put a comment giving the full list if you know it). Content is an image field, remembering that image doesn’t necessarily store images – these days we’d rather use varbinary(max), but even in SQL Server 2012, this field is still image. It stores the actual item definition in binary form, whether it’s actually an image, a report, whatever. LinkSourceID is used for Linked Reports, and has a self-referencing foreign key (allowing NULL, of course) back to ItemID. Parameter is an ntext field containing XML for the parameters of the report. Not sure why this couldn’t be a separate table, but I guess that’s just the way it goes. This field gets changed when the default parameters get changed in Report Manager. There is nothing in dbo.Catalog that describes the actual data sources that the report uses. The default data sources would be part of the Content field, as they are defined in the RDL, but when you deploy reports, you typically choose to NOT replace the data sources. Anyway, they’re not in this table. Maybe it was already considered a bit wide to throw in another ntext field, I’m not sure. They’re in dbo.DataSource instead. dbo.DataSource The Primary key is DSID. Yes it’s a uniqueidentifier... ItemID is a foreign key reference back to dbo.Catalog Fields such as ConnectionString, Prompt, UserName and Password do what they say on the tin, storing information about how to connect to the particular source in question. Link is a uniqueidentifier, which refers back to dbo.Catalog. This is used when a data source within a report refers back to a shared data source, rather than embedding the connection information itself. You’d think this should be enforced by foreign key, but it’s not. It does allow NULLs though. Flags this is an int, and I’ll come back to this. When a Data Source gets deleted out of dbo.Catalog, you might assume that it would be disallowed if there are references to it from dbo.DataSource. Well, you’d be wrong. And not because of the lack of a foreign key either. Deleting anything from the catalogue is done by calling a stored procedure called dbo.DeleteObject. You can look at the definition in there – it feels very much like the kind of Delete stored procedures that many people write, the kind of thing that means they don’t need to worry about allowing cascading deletes with foreign keys – because the stored procedure does the lot. Except that it doesn’t quite do that. If it deleted everything on a cascading delete, we’d’ve lost all the data sources as configured in dbo.DataSource, and that would be bad. This is fine if the ItemID from dbo.DataSource hooks in – if the report is being deleted. But if a shared data source is being deleted, you don’t want to lose the existence of the data source from the report. So it sets it to NULL, and it marks it as invalid. We see this code in that stored procedure. UPDATE [DataSource]    SET       [Flags] = [Flags] & 0x7FFFFFFD, -- broken link       [Link] = NULL FROM    [Catalog] AS C    INNER JOIN [DataSource] AS DS ON C.[ItemID] = DS.[Link] WHERE    (C.Path = @Path OR C.Path LIKE @Prefix ESCAPE '*') Unfortunately there’s no semi-colon on the end (but I’d rather they fix the ntext and image types first), and don’t get me started about using the table name in the UPDATE clause (it should use the alias DS). But there is a nice comment about what’s going on with the Flags field. What I’d LIKE it to do would be to set the connection information to a report-embedded copy of the connection information that’s in the shared data source, the one that’s about to be deleted. I understand that this would cause someone to lose the benefit of having the data sources configured in a central point, but I’d say that’s probably still slightly better than LOSING THE INFORMATION COMPLETELY. Sorry, rant over. I should log a Connect item – I’ll put that on my todo list. So it sets the Link field to NULL, and marks the Flags to tell you they’re broken. So this is your clue to fixing it. A bitwise AND with 0x7FFFFFFD is basically stripping out the ‘2’ bit from a number. So numbers like 2, 3, 6, 7, 10, 11, etc, whose binary representation ends in either 11 or 10 get turned into 0, 1, 4, 5, 8, 9, etc. We can test for it using a WHERE clause that matches the SET clause we’ve just used. I’d also recommend checking for Link being NULL and also having no ConnectionString. And join back to dbo.Catalog to get the path (including the name) of broken reports are – in case you get a surprise from a different data source being broken in the past. SELECT c.Path, ds.Name FROM dbo.[DataSource] AS ds JOIN dbo.[Catalog] AS c ON c.ItemID = ds.ItemID WHERE ds.[Flags] = ds.[Flags] & 0x7FFFFFFD AND ds.[Link] IS NULL AND ds.[ConnectionString] IS NULL; When I just ran this on my own machine, having deleted a data source to check my code, I noticed a Report Model in the list as well – so if you had thought it was just going to be reports that were broken, you’d be forgetting something. So to fix those reports, get your new data source created in the catalogue, and then find its ItemID by querying Catalog, using Path and Name to find it. And then use this value to fix them up. To fix the Flags field, just add 2. I prefer to use bitwise OR which should do the same. Use the OUTPUT clause to get a copy of the DSIDs of the ones you’re changing, just in case you need to revert something later after testing (doing it all in a transaction won’t help, because you’ll just lock out the table, stopping you from testing anything). UPDATE ds SET [Flags] = [Flags] | 2, [Link] = '3AE31CBA-BDB4-4FD1-94F4-580B7FAB939D' /*Insert your own GUID*/ OUTPUT deleted.Name, deleted.DSID, deleted.ItemID, deleted.Flags FROM dbo.[DataSource] AS ds JOIN dbo.[Catalog] AS c ON c.ItemID = ds.ItemID WHERE ds.[Flags] = ds.[Flags] & 0x7FFFFFFD AND ds.[Link] IS NULL AND ds.[ConnectionString] IS NULL; But please be careful. Your mileage may vary. And there’s no reason why 400-odd broken reports needs to be quite the nightmare that it could be. Really, it should be less than five minutes. @rob_farley

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  • Technical Integration Roadmap for OBI11g and Oracle Hyperion EPM System

    - by Mike.Hallett(at)Oracle-BI&EPM
    There is an excellent technical whitepaper on the integration roadmap for Oracle business intelligence enterprise edition and the Oracle Hyperion enterprise performance management system  (download at this link).  This document lists the integration points among all current releases of Oracle BI EE with EPM System releases: with live links to other relevant documentation also provided. You may also be interested in the overall Hyperion EPM System Documentation Resources which can be found from the Doc Portal. And, there are two new tools for EPM @ MyOracleSupport  {this needs your oracle logon} : Cumulative Feature Overview Tool This new tool offers a simple way to determine the features developed between releases to assist you in your upgrade implementations. The tool helps you to plan your upgrades by providing concise descriptions of new and enhanced solutions and functionality that are added between your current and target releases. With the Cumulative Feature Overview Tool, you can quickly and easily find information about new features for each EPM System product. Defects Fixed Finder Tool This new tool provides an efficient way to review the defects fixed in patch set updates, patch set exceptions, and patch sets for major releases, starting with Release 11.1.1. The tool helps you plan patch implementations by providing concise descriptions of defects fixed after your current release. The Defects Fixed Finder enables you to easily find information about defects fixed for each EPM System product.

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  • GLSL billboard move center of rotation

    - by Jacob Kofoed
    I have successfully set up a billboard shader that works, it can take in a quad and rotate it so it always points toward the screen. I am using this vertex-shader: void main(){ vec4 tmpPos = (MVP * bufferMatrix * vec4(0.0, 0.0, 0.0, 1.0)) + (MV * vec4( vertexPosition.x * 1.0 * bufferMatrix[0][0], vertexPosition.y * 1.0 * bufferMatrix[1][1], vertexPosition.z * 1.0 * bufferMatrix[2][2], 0.0) ); UV = UVOffset + vertexUV * UVScale; gl_Position = tmpPos; BufferMatrix is the model-matrix, it is an attribute to support Instance-drawing. The problem is best explained through pictures: This is the start position of the camera: And this is the position, looking in from 45 degree to the right: Obviously, as each character is it's own quad, the shader rotates each one around their own center towards the camera. What I in fact want is for them to rotate around a shared center, how would I do this? What I have been trying to do this far is: mat4 translation = mat4(1.0); translation = glm::translate(translation, vec3(pos)*1.f * 2.f); translation = glm::scale(translation, vec3(scale, 1.f)); translation = glm::translate(translation, vec3(anchorPoint - pos) / vec3(scale, 1.f)); Where the translation is the bufferMatrix sent to the shader. What I am trying to do is offset the center, but this might not be possible with a single matrix..? I am interested in a solution that doesn't require CPU calculations each frame, but rather set it up once and then let the shader do the billboard rotation. I realize there's many different solutions, like merging all the quads together, but I would first like to know if the approach with offsetting the center is possible. If it all seems a bit confusing, it's because I'm a little confused myself.

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  • Multiplayer Network Game - Interpolation and Frame Rate

    - by J.C.
    Consider the following scenario: Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating state with an interpolation delay of 100 ms. Finally, the clients are rendering a new frame every 15ms. When state is updated on the client, the client time is set from the incoming state update. Each time a frame renders, we take the render time (client time - interpolation delay) and identify a previous and target state to interpolate from. To calculate the interpolation amount/factor, we take the difference of the render time and previous state time and divide by the difference of the target state and previous state times: var factor = ((renderTime - previousStateTime) / (targetStateTime - previousStateTime)) Problem: In the example above, we are effectively displaying the same interpolated state for 3 frames before we collected the next server update and a new client (render) time is set. The rendering is mostly smooth, but there is a dash of jaggedness to it. Question: Given the example above, I'd like to think that the interpolation amount/factor should increase with each frame render to smooth out the movement. Should this be considered and, if so, what is the best way to achieve this given the information from above?

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  • XNA Windows Resolution / Mouse Position Bug

    - by Ian Hern
    In XNA, when in windowed mode and resolution (set via PreferredBackBufferWidth/Height) is close to the resolution of the display, the view is distorted (zoomed in a bit)and the mouse coordinates are wrong. Here is what it looks like when I draw a bunch of lines to the screen. (Normal, Error on my ASUS Notebook G73Jh, Error on my EEE PC 1001P) In the top left of the screen the mouse position is correct, but the further you get away the more out of sync it becomes. Here are some images of the mouse in different positions and the game drawing a circle underneath where it thinks the mouse is. (Top Left, Bottom Right) If you shrink the resolution by a couple pixels then it goes back to working like normal, my first though at a fix was to limit the max resolution to a little smaller than the display resolution. I figured out the maximum resolution that works in a couple different modes, but there doesn't seem to be a pattern that would allow me to determine it based off the display resolution. Computer | Screen Resolution | Max Error-Free | Difference ASUS Notebook G73Jh | 1920x1080 | 1924x1059 | +4x-21 ASUS Notebook G73Jh | 1024x600 | 1018x568 | -6x-32 EEE PC 1001P | 1024x600 | 1020x574 | -4x-26 Because the differences don't form a pattern I can't hack in a solution, the one even has +4 which baffles me. Here is a project that demonstrates the problem, just set the resolution to the resolution of your display. Any ideas on how I might fix this issue? As an insteresting aside, I tried to use FRAPS to capture a video of the issue but fraps actually records without distortion or mouse offset.

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  • BizTalk 2009 - Error when Testing Map with Flat File Source Schema

    - by StuartBrierley
    I have recently been creating some flat file schemas using the BizTalk Server 2009 Flat File Schema Wizard.  I have then been mapping these flat file schemas to a "normal" xml schema format. I have not previsouly had any cause to map flat files and ran into some trouble when testing the first of these flat file maps; with an instance of the flat file as the source it threw an XSL transform error: Test Map.btm: error btm1050: XSL transform error: Unable to write output instance to the following <file:///C:\Documents and Settings\sbrierley\Local Settings\Temp\_MapData\Test Mapping\Test Map_output.xml>. Data at the root level is invalid. Line 1, position 1. Due to the complexity of the map in question I decided to created a small test map using the same source and destination schemas to see if I could pinpoint the problem.  Although the source message instance vaildated correctly against the flat file schema, when I then tested this simplified map I got the same error. After a time of fruitless head scratching and some serious google time I figured out what the problem was. Looking at the map properties I noticed that I had the test map input set to "XML" - for a flat file instance this should be set to "native".

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  • Showing Egde Shaped Event Duration in StreamInsight using Debugger

    Whilst writing some courseware I wanted to be able to see the start and end times of Edge shaped events from within the debugger.  A quick recap on Edge events At the start of the event you do not know the end time and most probably cannot work it out or you should be using one of the other shapes. You enqueue an event (Start Edge) with the start time and payload of the event.  The end time of the event is set to infinity When you see the end edge come through, you enqueue another event (End Edge) with the previous start time and payload and restate the event’s end time.  This is the Retract Event All seems simple enough.  The problem is the debugger is a little shy about showing you what you need but you can get it to show you everything by also reading this article Here’s what I mean. Here is what the Event Debugger looks like by default when viewing 2 complete edge events.  Notice how all the end times are set to infinity   The above does not tell you for how long an event was valid.  I then add the “NewEndTime” column to the debugger output and there I can now see the duration of events.  You will see the Retract events (End Edge) have the same start time and payload as their respective start events (Start Edge)   You can follow the exact same logic when looking at Interval shape events.  They look a little different on the output adapter but using this article you can easily see what is happening.

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  • Controlling access to site folders if you cannot user Roles

    - by DavidMadden
    I find myself on an assignment where I could not use System.Web.Security.Roles.  That meant that I could not use Visual Studio's Website | ASP.NET Configuration.  I had to go about things another way.  The clues were in these two websites:http://www.csharpaspnetarticles.com/2009/02/formsauthentication-ticket-roles-aspnet.htmlhttp://msdn.microsoft.com/en-us/library/b6x6shw7(v=VS.71).aspxhttp://msdn.microsoft.com/en-us/library/b6x6shw7(v=VS.71).aspxYou can set in your web.config the restrictions on folders without having to set the restrictions in multiple folders through their own web.config file.  In my main default.aspx file in my protected subfolder off my main site, I did the following code due to MultiFormAuthentication (MFA) providing the security to this point:        string role = string.Empty;         if (((Login)Session["Login"]).UserLevelID > 3)         {             role = "PowerUser";         }         else         {             role = "Newbie";         }         FormsAuthenticationTicket ticket =  new FormsAuthenticationTicket( 1,                 ((Login)Session["Login"]).UserID,                 DateTime.Now,                 DateTime.Now.AddMinutes(20),                 false,                 role,                 FormsAuthentication.FormsCookiePath);         string hashCookies = FormsAuthentication.Encrypt(ticket);         HttpCookie cookie =  new HttpCookie(FormsAuthentication.FormsCookieName, hashCookies);         Response.Cookies.Add(cookie); This all gave me the ability to change restrictions on folders without having to restart the website or having to do any hard coding.

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  • Ditch cPanel / WHM in favour of manual seup

    - by BWRic
    We currently use cPanel / WHM on a reseller account but are looking at getting a dedicated server. My first thought was to duplicate this set up on the dedicated box to allow us to quickly create new accounts. I'll be a managed server so they'll have set up the LAMP stack. I'm curious if I actually need cPanel and WHM. We don't use many of the features from cPanel / WHM, just creating accounts and databases, clients do not have FTP access. I'm no sys admin and come from a Windows / GUI background but have some knowledge in setting up development servers. WHM: Creating accounts I presume this sets up the Apache virtual host, FTP access and DNS settings. I've some knowledge of editing the Apache files to create virtual hosts. Am I correct in thinking as long as the DNS is pointing to the server IP and the virtual host is configured the server can serve the (php) pages? I'm not sure I need per site FTP access as only we will have access so I could have a server wide/htdocs only access to view all the site. The company who supply the dedicated hosts would also provide the own DNS management tool so I'm not need to cPanel one. MySQL: Creating users and databases We use cPanel to create the MySQL users and databases. As it's a dedicated box and I can have root access I think this could be replaced by SQLyog for db management and phpMyAdmin for user management. Do you I need cPanel or can I get by editing a few text files for creating the accounts, then use the MySQL tools for databases? Or am I missing something major with how the sites are configured?

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  • Inside the DLR – Invoking methods

    - by Simon Cooper
    So, we’ve looked at how a dynamic call is represented in a compiled assembly, and how the dynamic lookup is performed at runtime. The last piece of the puzzle is how the resolved method gets invoked, and that is the subject of this post. Invoking methods As discussed in my previous posts, doing a full lookup and bind at runtime each and every single time the callsite gets invoked would be far too slow to be usable. The results obtained from the callsite binder must to be cached, along with a series of conditions to determine whether the cached result can be reused. So, firstly, how are the conditions represented? These conditions can be anything; they are determined entirely by the semantics of the language the binder is representing. The binder has to be able to return arbitary code that is then executed to determine whether the conditions apply or not. Fortunately, .NET 4 has a neat way of representing arbitary code that can be easily combined with other code – expression trees. All the callsite binder has to return is an expression (called a ‘restriction’) that evaluates to a boolean, returning true when the restriction passes (indicating the corresponding method invocation can be used) and false when it does’t. If the bind result is also represented in an expression tree, these can be combined easily like so: if ([restriction is true]) { [invoke cached method] } Take my example from my previous post: public class ClassA { public static void TestDynamic() { CallDynamic(new ClassA(), 10); CallDynamic(new ClassA(), "foo"); } public static void CallDynamic(dynamic d, object o) { d.Method(o); } public void Method(int i) {} public void Method(string s) {} } When the Method(int) method is first bound, along with an expression representing the result of the bind lookup, the C# binder will return the restrictions under which that bind can be reused. In this case, it can be reused if the types of the parameters are the same: if (thisArg.GetType() == typeof(ClassA) && arg1.GetType() == typeof(int)) { thisClassA.Method(i); } Caching callsite results So, now, it’s up to the callsite to link these expressions returned from the binder together in such a way that it can determine which one from the many it has cached it should use. This caching logic is all located in the System.Dynamic.UpdateDelegates class. It’ll help if you’ve got this type open in a decompiler to have a look yourself. For each callsite, there are 3 layers of caching involved: The last method invoked on the callsite. All methods that have ever been invoked on the callsite. All methods that have ever been invoked on any callsite of the same type. We’ll cover each of these layers in order Level 1 cache: the last method called on the callsite When a CallSite<T> object is first instantiated, the Target delegate field (containing the delegate that is called when the callsite is invoked) is set to one of the UpdateAndExecute generic methods in UpdateDelegates, corresponding to the number of parameters to the callsite, and the existance of any return value. These methods contain most of the caching, invoke, and binding logic for the callsite. The first time this method is invoked, the UpdateAndExecute method finds there aren’t any entries in the caches to reuse, and invokes the binder to resolve a new method. Once the callsite has the result from the binder, along with any restrictions, it stitches some extra expressions in, and replaces the Target field in the callsite with a compiled expression tree similar to this (in this example I’m assuming there’s no return value): if ([restriction is true]) { [invoke cached method] return; } if (callSite._match) { _match = false; return; } else { UpdateAndExecute(callSite, arg0, arg1, ...); } Woah. What’s going on here? Well, this resulting expression tree is actually the first level of caching. The Target field in the callsite, which contains the delegate to call when the callsite is invoked, is set to the above code compiled from the expression tree into IL, and then into native code by the JIT. This code checks whether the restrictions of the last method that was invoked on the callsite (the ‘primary’ method) match, and if so, executes that method straight away. This means that, the next time the callsite is invoked, the first code that executes is the restriction check, executing as native code! This makes this restriction check on the primary cached delegate very fast. But what if the restrictions don’t match? In that case, the second part of the stitched expression tree is executed. What this section should be doing is calling back into the UpdateAndExecute method again to resolve a new method. But it’s slightly more complicated than that. To understand why, we need to understand the second and third level caches. Level 2 cache: all methods that have ever been invoked on the callsite When a binder has returned the result of a lookup, as well as updating the Target field with a compiled expression tree, stitched together as above, the callsite puts the same compiled expression tree in an internal list of delegates, called the rules list. This list acts as the level 2 cache. Why use the same delegate? Stitching together expression trees is an expensive operation. You don’t want to do it every time the callsite is invoked. Ideally, you would create one expression tree from the binder’s result, compile it, and then use the resulting delegate everywhere in the callsite. But, if the same delegate is used to invoke the callsite in the first place, and in the caches, that means each delegate needs two modes of operation. An ‘invoke’ mode, for when the delegate is set as the value of the Target field, and a ‘match’ mode, used when UpdateAndExecute is searching for a method in the callsite’s cache. Only in the invoke mode would the delegate call back into UpdateAndExecute. In match mode, it would simply return without doing anything. This mode is controlled by the _match field in CallSite<T>. The first time the callsite is invoked, _match is false, and so the Target delegate is called in invoke mode. Then, if the initial restriction check fails, the Target delegate calls back into UpdateAndExecute. This method sets _match to true, then calls all the cached delegates in the rules list in match mode to try and find one that passes its restrictions, and invokes it. However, there needs to be some way for each cached delegate to inform UpdateAndExecute whether it passed its restrictions or not. To do this, as you can see above, it simply re-uses _match, and sets it to false if it did not pass the restrictions. This allows the code within each UpdateAndExecute method to check for cache matches like so: foreach (T cachedDelegate in Rules) { callSite._match = true; cachedDelegate(); // sets _match to false if restrictions do not pass if (callSite._match) { // passed restrictions, and the cached method was invoked // set this delegate as the primary target to invoke next time callSite.Target = cachedDelegate; return; } // no luck, try the next one... } Level 3 cache: all methods that have ever been invoked on any callsite with the same signature The reason for this cache should be clear – if a method has been invoked through a callsite in one place, then it is likely to be invoked on other callsites in the codebase with the same signature. Rather than living in the callsite, the ‘global’ cache for callsite delegates lives in the CallSiteBinder class, in the Cache field. This is a dictionary, typed on the callsite delegate signature, providing a RuleCache<T> instance for each delegate signature. This is accessed in the same way as the level 2 callsite cache, by the UpdateAndExecute methods. When a method is matched in the global cache, it is copied into the callsite and Target cache before being executed. Putting it all together So, how does this all fit together? Like so (I’ve omitted some implementation & performance details): That, in essence, is how the DLR performs its dynamic calls nearly as fast as statically compiled IL code. Extensive use of expression trees, compiled to IL and then into native code. Multiple levels of caching, the first of which executes immediately when the dynamic callsite is invoked. And a clever re-use of compiled expression trees that can be used in completely different contexts without being recompiled. All in all, a very fast and very clever reflection caching mechanism.

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  • Designing generic render/graphics component in C++?

    - by s73v3r
    I'm trying to learn more about Component Entity systems. So I decided to write a Tetris clone. I'm using the "style" of component-entity system where the Entity is just a bag of Components, the Components are just data, a Node is a set of Components needed to accomplish something, and a System is a set of methods that operates on a Node. All of my components inherit from a basic IComponent interface. I'm trying to figure out how to design the Render/Graphics/Drawable Components. Originally, I was going to use SFML, and everything was going to be good. However, as this is an experimental system, I got the idea of being able to change out the render library at will. I thought that since the Rendering would be fairly componentized, this should be doable. However, I'm having problems figuring out how I would design a common Interface for the different types of Render Components. Should I be using C++ Template types? It seems that having the RenderComponent somehow return it's own mesh/sprite/whatever to the RenderSystem would be the simplest, but would be difficult to generalize. However, letting the RenderComponent just hold on to data about what it would render would make it hard to re-use this component for different renderable objects (background, falling piece, field of already fallen blocks, etc). I realize this is fairly over-engineered for a regular Tetris clone, but I'm trying to learn about component entity systems and making interchangeable components. It's just that rendering seems to be the hardest to split out for me.

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  • How to determine the end of list has been reached?

    - by Sweta Dwivedi
    I'm trying to animate my object according to a set of recorded values from kinect skeleton stream by saving the (x,y,z) stream from the skeletal data into a list and then set my objects x and y position from the x,y of the list. However, once the list end has been reached it starts to animate again from the start. I don't want that - I just want the model position to keep going in the positive X direction. Is there any way I can check if end of the list has been reached and to just update the model position in x direction? Or is there any other way to continue moving my sprite once the points in the list are over... i dont want it to start animating all the way again.. protected override void Update(GameTime gameTime) { //position += spriteSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; //// TODO: Add your update logic here using (StreamReader r = new StreamReader(f)) { string line; Viewport view = graphics.GraphicsDevice.Viewport; int maxWidth = view.Width; int maxHeight = view.Height; while((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int) Math.Floor(((float.Parse(temp[0]) * 0.5f) + 0.5f) * maxWidth); int y = (int) Math.Floor(((float.Parse(temp[1]) * -0.5f) + 0.5f) * maxHeight); motion_2.Add(new Point(x, y)); } } position.X = motion_2[i].X; position.Y = motion_2[i].Y; i++; a_butterfly_up.Update(gameTime); a_butterfly_side.Update(gameTime); G_vidPlayer.Play(mossV); base.Update(gameTime); }

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  • Generalise variable usage inside code

    - by Shirish11
    I would like to know if it is a good practice to generalize variables (use single variable to store all the values). Consider simple example Strings querycre,queryins,queryup,querydel; querycre = 'Create table XYZ ...'; execute querycre ; queryins = 'Insert into XYZ ...'; execute queryins ; queryup = 'Update XYZ set ...'; execute queryup; querydel = 'Delete from XYZ ...'; execute querydel ; and Strings query; query= 'Create table XYZ ... '; execute query ; query= 'Insert into XYZ ...'; execute query ; query= 'Update XYZ set ...'; execute query ; query= 'Delete from XYZ ...'; execute query ; In first case I use 4 strings each storing data to perform the actions mentioned in their suffixes. In second case just 1 variable to store all kinds the data. Having different variables makes it easier for someone else to read and understand it better. But having too many of them makes it difficult to manage. Also does having too many variables hamper my performance?

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