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  • Why does modx-based site start using different domains for some content?

    - by naxa
    situation I have a modx site on a VPS with multiple domain and subdomain names. The modx site should use what I call the 'primary' domain name's 'primary' subdomain, ie www.intendedname.tld . The problem is that as time pass, the site mysteriously starts using another subdomain for links to content like videos, images, and even pages and (internal) links. The other subdomains doesn't serve this content of course. If I clear the modx cache, the original state is restored. However, the problem comes back again later. The VPS has a domain registered and multiple A records pointing to the VPS's IP, as subdomains. There is the 'primary' whan which is intended to be used as the public content server, the other ones are like docs. and test., etc. On top of that, I have dynamic-dns service client installed from no-ip on the machine and a dynamic domain-name bound. It gives a completely different domain name. I originally used it for ssh login and to serve a completely different site. An nginx server is put into good use to do rewrite the different subdomains to the right places. edit The modx templates use Templates use <base href="[[++site_url]]" />. current attempt to fix The current 'solution' to the problem is to also use the rewrite to rewrite everything to the 'primary' domain and subdomain. In the nginx config file for the site, it utilizes (unsurprisingly) the rewrite directive to rewrite the unexpected server_name entries (ie. the other subdomains) in a server block dedicated to this task. So with this, the main site basically works (sort of) but this renders all the other functions (docs) useless. Before this rewrite was set, the 'solution' was to clear the modx cache on a regular basis. The original modx content is not getting corrupted, only the files in cache are. What can I do to find out what actual the problem is and fix it?

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  • Writing files in a sub folder of the web folder (apache security)

    - by Homunculus Reticulli
    I need to save session data for a dynamic web page script by writing to file. I have two questions: Are there any security preferences as to whether to save the data UNDER the web folder, or OUTSIDE the web folder? I attempted to write to the folder an (unsuprisingly), I had a 'file permission refused' type error. Should I set the folder ownership to the apache user (600, 640 or 644?) [[Edit]] core <- 'OUTSIDE' web folder (php script live here) data <- 'OUTSIDE' web folder (session data and other misc data resides here) web <- web root folder js <- any folder below is 'INSIDE' the web folder css html For example, in a php script (i.e. a dynamic PHP page), I can attempt to write to a file using something like fput('../data',data) yet (as I understand it) ../data should not be accessible - for security reasons. Could someone please provide a simple example that shows how to provide access to ../data/ in the example given above?. What are the actual SPECIFIC steps required? BTW, I am running on a LAMP stack.

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  • Custom Gesture in cocos2d

    - by Lewis
    I've found a little tutorial that would be useful for my game: http://blog.mellenthin.de/archives/2012/02/13/an-one-finger-rotation-gesture-recognizer/ But I can't work out how to convert that gesture to work with cocos2d, I have found examples of pre made gestures in cocos2d, but no custom ones, is it possible? EDIT STILL HAVING PROBLEMS WITH THIS: I've added the code from Sentinel below (from SO), the Gesture and RotateGesture have both been added to my solution and are compiling. Although In the rotation class now I only see selectors, how do I set those up? As the custom gesture found in that project above looks like: header file for custom gesture: #import <Foundation/Foundation.h> #import <UIKit/UIGestureRecognizerSubclass.h> @protocol OneFingerRotationGestureRecognizerDelegate <NSObject> @optional - (void) rotation: (CGFloat) angle; - (void) finalAngle: (CGFloat) angle; @end @interface OneFingerRotationGestureRecognizer : UIGestureRecognizer { CGPoint midPoint; CGFloat innerRadius; CGFloat outerRadius; CGFloat cumulatedAngle; id <OneFingerRotationGestureRecognizerDelegate> target; } - (id) initWithMidPoint: (CGPoint) midPoint innerRadius: (CGFloat) innerRadius outerRadius: (CGFloat) outerRadius target: (id) target; - (void)reset; - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event; @end .m for custom gesture file: #include <math.h> #import "OneFingerRotationGestureRecognizer.h" @implementation OneFingerRotationGestureRecognizer // private helper functions CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2); CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB); - (id) initWithMidPoint: (CGPoint) _midPoint innerRadius: (CGFloat) _innerRadius outerRadius: (CGFloat) _outerRadius target: (id <OneFingerRotationGestureRecognizerDelegate>) _target { if ((self = [super initWithTarget: _target action: nil])) { midPoint = _midPoint; innerRadius = _innerRadius; outerRadius = _outerRadius; target = _target; } return self; } /** Calculates the distance between point1 and point 2. */ CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2) { CGFloat dx = point1.x - point2.x; CGFloat dy = point1.y - point2.y; return sqrt(dx*dx + dy*dy); } CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB) { CGFloat a = endLineA.x - beginLineA.x; CGFloat b = endLineA.y - beginLineA.y; CGFloat c = endLineB.x - beginLineB.x; CGFloat d = endLineB.y - beginLineB.y; CGFloat atanA = atan2(a, b); CGFloat atanB = atan2(c, d); // convert radiants to degrees return (atanA - atanB) * 180 / M_PI; } #pragma mark - UIGestureRecognizer implementation - (void)reset { [super reset]; cumulatedAngle = 0; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; if ([touches count] != 1) { self.state = UIGestureRecognizerStateFailed; return; } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesMoved:touches withEvent:event]; if (self.state == UIGestureRecognizerStateFailed) return; CGPoint nowPoint = [[touches anyObject] locationInView: self.view]; CGPoint prevPoint = [[touches anyObject] previousLocationInView: self.view]; // make sure the new point is within the area CGFloat distance = distanceBetweenPoints(midPoint, nowPoint); if ( innerRadius <= distance && distance <= outerRadius) { // calculate rotation angle between two points CGFloat angle = angleBetweenLinesInDegrees(midPoint, prevPoint, midPoint, nowPoint); // fix value, if the 12 o'clock position is between prevPoint and nowPoint if (angle > 180) { angle -= 360; } else if (angle < -180) { angle += 360; } // sum up single steps cumulatedAngle += angle; // call delegate if ([target respondsToSelector: @selector(rotation:)]) { [target rotation:angle]; } } else { // finger moved outside the area self.state = UIGestureRecognizerStateFailed; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesEnded:touches withEvent:event]; if (self.state == UIGestureRecognizerStatePossible) { self.state = UIGestureRecognizerStateRecognized; if ([target respondsToSelector: @selector(finalAngle:)]) { [target finalAngle:cumulatedAngle]; } } else { self.state = UIGestureRecognizerStateFailed; } cumulatedAngle = 0; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesCancelled:touches withEvent:event]; self.state = UIGestureRecognizerStateFailed; cumulatedAngle = 0; } @end Then its initialised like this: // calculate center and radius of the control CGPoint midPoint = CGPointMake(image.frame.origin.x + image.frame.size.width / 2, image.frame.origin.y + image.frame.size.height / 2); CGFloat outRadius = image.frame.size.width / 2; // outRadius / 3 is arbitrary, just choose something >> 0 to avoid strange // effects when touching the control near of it's center gestureRecognizer = [[OneFingerRotationGestureRecognizer alloc] initWithMidPoint: midPoint innerRadius: outRadius / 3 outerRadius: outRadius target: self]; [self.view addGestureRecognizer: gestureRecognizer]; The selector below is also in the same file where the initialisation of the gestureRecogonizer: - (void) rotation: (CGFloat) angle { // calculate rotation angle imageAngle += angle; if (imageAngle > 360) imageAngle -= 360; else if (imageAngle < -360) imageAngle += 360; // rotate image and update text field image.transform = CGAffineTransformMakeRotation(imageAngle * M_PI / 180); [self updateTextDisplay]; } I can't seem to get this working in the RotateGesture class can anyone help me please I've been stuck on this for days now. SECOND EDIT: Here is the users code from SO that was suggested to me: Here is projec on GitHub: SFGestureRecognizers It uses builded in iOS UIGestureRecognizer, and don't needs to be integrated into cocos2d sources. Using it, You can make any gestures, just like you could, if you whould work with UIGestureRecognizer. For example: I made a base class Gesture, and subclassed it for any new gesture: //Gesture.h @interface Gesture : NSObject <UIGestureRecognizerDelegate> { UIGestureRecognizer *gestureRecognizer; id delegate; SEL preSolveSelector; SEL possibleSelector; SEL beganSelector; SEL changedSelector; SEL endedSelector; SEL cancelledSelector; SEL failedSelector; BOOL preSolveAvailable; CCNode *owner; } - (id)init; - (void)addGestureRecognizerToNode:(CCNode*)node; - (void)removeGestureRecognizerFromNode:(CCNode*)node; -(void)recognizer:(UIGestureRecognizer*)recognizer; @end //Gesture.m #import "Gesture.h" @implementation Gesture - (id)init { if (!(self = [super init])) return self; preSolveAvailable = YES; return self; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer { return YES; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)recognizer shouldReceiveTouch:(UITouch *)touch { //! For swipe gesture recognizer we want it to be executed only if it occurs on the main layer, not any of the subnodes ( main layer is higher in hierarchy than children so it will be receiving touch by default ) if ([recognizer class] == [UISwipeGestureRecognizer class]) { CGPoint pt = [touch locationInView:touch.view]; pt = [[CCDirector sharedDirector] convertToGL:pt]; for (CCNode *child in owner.children) { if ([child isNodeInTreeTouched:pt]) { return NO; } } } return YES; } - (void)addGestureRecognizerToNode:(CCNode*)node { [node addGestureRecognizer:gestureRecognizer]; owner = node; } - (void)removeGestureRecognizerFromNode:(CCNode*)node { [node removeGestureRecognizer:gestureRecognizer]; } #pragma mark - Private methods -(void)recognizer:(UIGestureRecognizer*)recognizer { CCNode *node = recognizer.node; if (preSolveSelector && preSolveAvailable) { preSolveAvailable = NO; [delegate performSelector:preSolveSelector withObject:recognizer withObject:node]; } UIGestureRecognizerState state = [recognizer state]; if (state == UIGestureRecognizerStatePossible && possibleSelector) { [delegate performSelector:possibleSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateBegan && beganSelector) [delegate performSelector:beganSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateChanged && changedSelector) [delegate performSelector:changedSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateEnded && endedSelector) { preSolveAvailable = YES; [delegate performSelector:endedSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateCancelled && cancelledSelector) { preSolveAvailable = YES; [delegate performSelector:cancelledSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateFailed && failedSelector) { preSolveAvailable = YES; [delegate performSelector:failedSelector withObject:recognizer withObject:node]; } } @end Subclass example: //RotateGesture.h #import "Gesture.h" @interface RotateGesture : Gesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed; @end //RotateGesture.m #import "RotateGesture.h" @implementation RotateGesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed { if (!(self = [super init])) return self; preSolveSelector = preSolve; delegate = target; possibleSelector = possible; beganSelector = began; changedSelector = changed; endedSelector = ended; cancelledSelector = cancelled; failedSelector = failed; gestureRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:@selector(recognizer:)]; gestureRecognizer.delegate = self; return self; } @end Use example: - (void)addRotateGesture { RotateGesture *rotateRecognizer = [[RotateGesture alloc] initWithTarget:self preSolveSelector:@selector(rotateGesturePreSolveWithRecognizer:node:) possibleSelector:nil beganSelector:@selector(rotateGestureStateBeganWithRecognizer:node:) changedSelector:@selector(rotateGestureStateChangedWithRecognizer:node:) endedSelector:@selector(rotateGestureStateEndedWithRecognizer:node:) cancelledSelector:@selector(rotateGestureStateCancelledWithRecognizer:node:) failedSelector:@selector(rotateGestureStateFailedWithRecognizer:node:)]; [rotateRecognizer addGestureRecognizerToNode:movableAreaSprite]; } I dont understand how to implement the custom gesture code at the start of this post into the rotateGesture class which is a subclass of the gesture class written by the SO user. Any ideas please? When I get 6 more rep I'll add a bounty to this.

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  • The Hot-Add Memory Hogs

    - by Andrew Clarke
    One of the more difficult tasks, when virtualizing a server, is to determine the amount of memory that Hypervisor should assign to the virtual machine. This requires accurate monitoring and, because of the consequences of setting the value too low, there is a great temptation to err on the side of over-provisioning. This results in fewer guest VMs and, in fact, with more accurate memory provisioning, many virtual environments could support 30% more VMs. In order to achieve a better consolidation (aka VM density) ratio, Windows Server 2008 R2 SP1 has introduced what Microsoft calls ‘Dynamic Memory’. This means that the start-up RAM VM memory assigned to guest virtual machines can be allowed to vary according to demand, changing dynamically while the VM is running, based on the workload of applications running inside. If demand outstrips supply, then memory can be rationed according to the ‘memory weight’ assigned to the guest VM. By this mechanism, memory becomes a shared resource that can be reallocated automatically as demand patterns vary. Unlike VMWare’s Memory Overcommit technology, the sum of all the memory allocations to each virtual machine will not exceed the total memory of the host computer. This is fine for applications that are self-regulating in their demands for memory, releasing memory back into the 'pool' when not under peak load. Other applications however, such as SQL Server Standard and Enterprise, are by nature, memory hogs under high workload; they can grab hot-add memory whilst running under load and then never release it. This requires more careful setting-up and the SQLOS team have provided some guidelines from for configuring SQL Server in virtual environments. Whereas VMWare’s Memory Overcommit is well-proven in a number of different configurations, Hyper-V’s ‘Dynamic Memory’ is new. So far, the indications are that it will improve the business case for virtualizing and it is probably a far more intuitive technology for the average IT professional to grasp. It is certainly worth testing to see whether it works for you.

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  • links for 2010-06-01

    - by Bob Rhubart
    Venkatakrishnan J: Oracle BI EE 10.1.3.4.1 -- Do we need measures in a Fact Table? Troubleshooting from Rittman Mead's Venkatakrishnan J. (tags: oracle otn businessintelligence datawarehouse) Grid container support : JavaFX Composer An overview how JavaFX Composer supports the grid container. (tags: oracle sun javafx) John Brunswick: Site Studio Mobile Example - WCM Reuse The example highlighted in John Brunswick's post takes advantage of dynamic conversion capabilities in Oracle UCM that allow site content to be created and updated via MS Office documents.  (tags: oracle otn enterprise2.0) @glassfish: GlassFish 3 in the EC2 Cloud powering Dutch and Belgian community polls "The infrastructure is Amazon's Elastic Cloud Computing (EC2) environment because of the dynamic provisioning (elasticity) required by such an online service. Requests are handled directly by the grizzly layer of GlassFish with no extra front-end HTTP layer and shows great performance and scalability." -- The Aquarium (tags: oracle java sun glassfish cloud) James Morle: Flash Storage Will Be Cheap: The End of the World is Nigh "We now need technologies that look more like Oracle Exadata v2, with low-latency RDMA interfaces directly into the Operating System/Database. However, they need to easily and natively support other types of storage (unstructured data such as files, VMware datastores and so forth). The Exadata architecture lends itself well to changes in this area in both hardware trends and access protocols." -- James Morle (tags: oracle otn exadata database architecture virtualization) Java / Oracle SOA blog: HTTP binding in Soa Suite 11g PS2 (tags: ping.fm) Confessions of a Software Developer: Some Tips for Installing Oracle BPM 11g on Windows XP (tags: ping.fm) SOA and Java using Oracle technology: Book review: Oracle Coherence 3.5: Create internet scale applications using Oracle's high-performance data grid (tags: ping.fm)

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  • Scrolling an HTML 5 page using JQuery

    - by nikolaosk
    In this post I will show you how to use JQuery to scroll through an HTML 5 page.I had to help a friend of mine to implement this functionality and I thought it would be a good idea to write a post.I will not use any JQuery scrollbar plugin,I will just use the very popular JQuery Library. Please download the library (minified version) from http://jquery.com/download.Please find here all my posts regarding JQuery.Also have a look at my posts regarding HTML 5.In order to be absolutely clear this is not (and could not be) a detailed tutorial on HTML 5. There are other great resources for that.Navigate to the excellent interactive tutorials of W3School.Another excellent resource is HTML 5 Doctor.Two very nice sites that show you what features and specifications are implemented by various browsers and their versions are http://caniuse.com/ and http://html5test.com/. At this times Chrome seems to support most of HTML 5 specifications.Another excellent way to find out if the browser supports HTML 5 and CSS 3 features is to use the Javascript lightweight library Modernizr.In this hands-on example I will be using Expression Web 4.0.This application is not a free application. You can use any HTML editor you like.You can use Visual Studio 2012 Express edition. You can download it here. Let me move on to the actual example.This is the sample HTML 5 page<!DOCTYPE html><html lang="en">  <head>    <title>Liverpool Legends</title>        <meta http-equiv="Content-Type" content="text/html;charset=utf-8" >        <link rel="stylesheet" type="text/css" href="style.css">        <script type="text/javascript" src="jquery-1.8.2.min.js"> </script>     <script type="text/javascript" src="scroll.js">     </script>       </head>  <body>    <header>        <h1>Liverpool Legends</h1>    </header>        <div id="main">        <table>        <caption>Liverpool Players</caption>        <thead>            <tr>                <th>Name</th>                <th>Photo</th>                <th>Position</th>                <th>Age</th>                <th>Scroll</th>            </tr>        </thead>        <tfoot class="footnote">            <tr>                <td colspan="4">We will add more photos soon</td>            </tr>        </tfoot>    <tbody>        <tr class="maintop">        <td>Alan Hansen</td>            <td>            <figure>            <img src="images\Alan-hansen-large.jpg" alt="Alan Hansen">            <figcaption>The best Liverpool Defender <a href="http://en.wikipedia.org/wiki/Alan_Hansen">Alan Hansen</a></figcaption>            </figure>            </td>            <td>Defender</td>            <td>57</td>            <td class="top">Middle</td>        </tr>        <tr>        <td>Graeme Souness</td>            <td>            <figure>            <img src="images\graeme-souness-large.jpg" alt="Graeme Souness">            <figcaption>Souness was the captain of the successful Liverpool team of the early 1980s <a href="http://en.wikipedia.org/wiki/Graeme_Souness">Graeme Souness</a></figcaption>            </figure>            </td>            <td>MidFielder</td>            <td>59</td>        </tr>        <tr>        <td>Ian Rush</td>            <td>            <figure>            <img src="images\ian-rush-large.jpg" alt="Ian Rush">            <figcaption>The deadliest Liverpool Striker <a href="http://it.wikipedia.org/wiki/Ian_Rush">Ian Rush</a></figcaption>            </figure>            </td>            <td>Striker</td>            <td>51</td>        </tr>        <tr class="mainmiddle">        <td>John Barnes</td>            <td>            <figure>            <img src="images\john-barnes-large.jpg" alt="John Barnes">            <figcaption>The best Liverpool Defender <a href="http://en.wikipedia.org/wiki/John_Barnes_(footballer)">John Barnes</a></figcaption>            </figure>            </td>            <td>MidFielder</td>            <td>49</td>            <td class="middle">Bottom</td>        </tr>                <tr>        <td>Kenny Dalglish</td>            <td>            <figure>            <img src="images\kenny-dalglish-large.jpg" alt="Kenny Dalglish">            <figcaption>King Kenny <a href="http://en.wikipedia.org/wiki/Kenny_Dalglish">Kenny Dalglish</a></figcaption>            </figure>            </td>            <td>Midfielder</td>            <td>61</td>        </tr>        <tr>            <td>Michael Owen</td>            <td>            <figure>            <img src="images\michael-owen-large.jpg" alt="Michael Owen">            <figcaption>Michael was Liverpool's top goal scorer from 1997–2004 <a href="http://www.michaelowen.com/">Michael Owen</a></figcaption>            </figure>            </td>            <td>Striker</td>            <td>33</td>        </tr>        <tr>            <td>Robbie Fowler</td>            <td>            <figure>            <img src="images\robbie-fowler-large.jpg" alt="Robbie Fowler">            <figcaption>Fowler scored 183 goals in total for Liverpool <a href="http://en.wikipedia.org/wiki/Robbie_Fowler">Robbie Fowler</a></figcaption>            </figure>            </td>            <td>Striker</td>            <td>38</td>        </tr>        <tr class="mainbottom">            <td>Steven Gerrard</td>            <td>            <figure>            <img src="images\steven-gerrard-large.jpg" alt="Steven Gerrard">            <figcaption>Liverpool's captain <a href="http://en.wikipedia.org/wiki/Steven_Gerrard">Steven Gerrard</a></figcaption>            </figure>            </td>            <td>Midfielder</td>            <td>32</td>            <td class="bottom">Top</td>        </tr>    </tbody></table>          </div>            <footer>        <p>All Rights Reserved</p>      </footer>     </body>  </html>  The markup is very easy to follow and understand. You do not have to type all the code,simply copy and paste it.For those that you are not familiar with HTML 5, please take a closer look at the new tags/elements introduced with HTML 5.When I view the HTML 5 page with Firefox I see the following result. I have also an external stylesheet (style.css). body{background-color:#efefef;}h1{font-size:2.3em;}table { border-collapse: collapse;font-family: Futura, Arial, sans-serif; }caption { font-size: 1.2em; margin: 1em auto; }th, td {padding: .65em; }th, thead { background: #000; color: #fff; border: 1px solid #000; }tr:nth-child(odd) { background: #ccc; }tr:nth-child(even) { background: #404040; }td { border-right: 1px solid #777; }table { border: 1px solid #777;  }.top, .middle, .bottom {    cursor: pointer;    font-size: 22px;    font-weight: bold;    text-align: center;}.footnote{text-align:center;font-family:Tahoma;color:#EB7515;}a{color:#22577a;text-decoration:none;}     a:hover {color:#125949; text-decoration:none;}  footer{background-color:#505050;width:1150px;}These are just simple CSS Rules that style the various HTML 5 tags,classes. The jQuery code that makes it all possible resides inside the scroll.js file.Make sure you type everything correctly.$(document).ready(function() {                 $('.top').click(function(){                     $('html, body').animate({                         scrollTop: $(".mainmiddle").offset().top                     },4000 );                  });                 $('.middle').click(function(){                     $('html, body').animate({                         scrollTop: $(".mainbottom").offset().top                     },4000);                  });                     $('.bottom').click(function(){                     $('html, body').animate({                         scrollTop: $(".maintop").offset().top                     },4000);                  }); });  Let me explain what I am doing here.When I click on the Middle word (  $('.top').click(function(){ ) this relates to the top class that is clicked.Then we declare the elements that we want to participate in the scrolling. In this case is html,body ( $('html, body').animate).These elements will be part of the vertical scrolling.In the next line of code we simply move (navigate) to the element (class mainmiddle that is attached to a tr element.)      scrollTop: $(".mainmiddle").offset().top  Make sure you type all the code correctly and try it for yourself. I have tested this solution will all 4-5 major browsers.Hope it helps!!!

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  • CodePlex Daily Summary for Thursday, December 23, 2010

    CodePlex Daily Summary for Thursday, December 23, 2010Popular ReleasesSSH.NET Library: 2010.12.23: This release includes some bug fixes and few new fetures. Fixes Allow to retrieve big directory structures ssh-dss algorithm is fixed Populate sftp file attributes New Features Support for passhrase when private key is used Support added for diffie-hellman-group14-sha1,diffie-hellman-group-exchange-sha256 and diffie-hellman-group-exchange-sha1 key exchange algorithms Allow to provide multiple key files for authentication Add support for "keyboard-interactive" authentication method...ASP.NET MVC SiteMap provider: MvcSiteMapProvider 2.3.0: Using NuGet?MvcSiteMapProvider is also listed in the NuGet feed. Learn more... Like the project? Consider a donation!Donate via PayPal via PayPal. Release notesThis will be the last release targeting ASP.NET MVC 2 and .NET 3.5. MvcSiteMapProvider 3.0.0 will be targeting ASP.NET MVC 3 and .NET 4 Web.config setting skipAssemblyScanOn has been deprecated in favor of excludeAssembliesForScan and includeAssembliesForScan ISiteMapNodeUrlResolver is now completely responsible for generating th...SuperSocket, an extensible socket application framework: SuperSocket 1.3 beta 2: Compared with SuperSocket 1.3 beta 1, the changes listed below have been done in SuperSocket 1.3 beta 2: added supports for .NET 3.5 replaced Logging Application Block of EntLib with Log4Net improved the code about logging fixed a bug in QuickStart sample project added IPv6 supportTibiaPinger: TibiaPinger v1.0: TibiaPinger v1.0Media Companion: Media Companion 3.400: Extract the entire archive to a folder which has user access rights, eg desktop, documents etc. A manual is included to get you startedPackage that minifies and combines JavaScript and CSS files: Release 1.1: Bug fixes. The package now correctly handles inlined images and image urls in CSS files surrounded by quotes. CombineAndMinify can now be used in conjunction with Microsoft's Sprite and Image Optimization Framework. That framework combines several small images into one, reducing overall load times.Multicore Task Framework: MTF 1.0.1: Release 1.0.1 of Multicore Task Framework.SQL Monitor - tracking sql server activities: SQL Monitor 3.0 alpha 7: 1. added script save/load in user query window 2. fixed problem with connection dialog when choosing windows auth but still ask for user name 3. auto open user table when double click one table node 4. improved alert message, added log only methodOpen NFe: Open NFe 2.0 (Beta): Última versão antes da versão final a ser lançada nos próximos dias.EnhSim: EnhSim 2.2.6 ALPHA: 2.2.6 ALPHAThis release supports WoW patch 4.03a at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Fixing up some r...ASP.NET MVC Project Awesome (jQuery Ajax helpers): 1.4.3: Helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form, Popup and Pager new stuff: Improvements for confirm, popup, popup form RenderView controller extension the user experience for crud in live demo has been substantially improved + added search all the features are shown in the live demoGanttPlanner: GanttPlanner V1.0: GanttPlanner V1.0 include GanttPlanner.dll and also a Demo application.N2 CMS: 2.1 release candidate 3: * Web platform installer support available N2 is a lightweight CMS framework for ASP.NET. It helps you build great web sites that anyone can update. Major Changes Support for auto-implemented properties ({get;set;}, based on contribution by And Poulsen) A bunch of bugs were fixed File manager improvements (multiple file upload, resize images to fit) New image gallery Infinite scroll paging on news Content templates First time with N2? Try the demo site Download one of the templ...TweetSharp: TweetSharp v2.0.0.0 - Preview 6: Documentation for this release may be found at http://tweetsharp.codeplex.com/wikipage?title=UserGuide&referringTitle=Documentation. Note: This code is currently preview quality. Preview 6 ChangesMaintenance release with user reported fixes Preview 5 ChangesMaintenance release with user reported fixes Preview 4 ChangesReintroduced fluent interface support via satellite assembly Added entities support, entity segmentation, and ITweetable/ITweeter interfaces for client development Numer...Team Foundation Server Administration Tool: 2.1: TFS Administration Tool 2.1, is the first version of the TFS Administration Tool which is built on top of the Team Foundation Server 2010 object model. TFS Administration Tool 2.1 can be installed on machines that are running either Team Explorer 2010, or Team Foundation Server 2010.SubtitleTools: SubtitleTools 1.3: - Added .srt FileAssociation & Win7 ShowRecentCategory feature. - Applied UnifiedYeKe to fix Persian search problems. - Reduced file size of Persian subtitles for uploading @OSDB.Facebook C# SDK: 4.1.0: - Lots of bug fixes - Removed Dynamic Runtime Language dependencies from non-dynamic platforms. - Samples included in release for ASP.NET, MVC, Silverlight, Windows Phone 7, WPF, WinForms, and one Visual Basic Sample - Changed internal serialization to use Json.net - BREAKING CHANGE: Canvas Session is no longer support. Use Signed Request instead. Canvas Session has been deprecated by Facebook. - BREAKING CHANGE: Some renames and changes with Authorizer, CanvasAuthorizer, and Authorization ac...NuGet: NuGet 1.0 build 11217.102: Note: this release is slightly newer than RC1, and fixes a couple issues relating to updating packages to newer versions. NuGet is a free, open source developer focused package management system for the .NET platform intent on simplifying the process of incorporating third party libraries into a .NET application during development. This release is a Visual Studio 2010 extension and contains the the Package Manager Console and the Add Package Dialog. This new build targets the newer feed (h...WCF Community Site: WCF Web APIs 10.12.17: Welcome to the second release of WCF Web APIs on codeplex Here is what is new in this release. WCF Support for jQuery - create WCF web services that are easy to consume from JavaScript clients, in particular jQuery. Better support for using JsonValue as dynamic Support for JsonValue change notification events for databinding and other purposes Support for going between JsonValue and CLR types WCF HTTP - create HTTP / REST based web services. This is a minor release which contains fixe...Orchard Project: Orchard 0.9: Orchard Release Notes Build: 0.9.253 Published: 12/16/2010 How to Install OrchardTo install the Orchard tech preview using Web PI, follow these instructions: http://www.orchardproject.net/docs/Installing-Orchard-Using-Web-PI.ashx Web PI will detect your hardware environment and install the application. --OR-- Alternatively, to install the release manually, download the Orchard.Web.0.9.253.zip file. The zip contents are pre-built and ready-to-run. Simply extract the contents of the Orch...New ProjectsArabic Silverlight IE8 Web Slices: Group of IE8 web slices built on SilverlightAssaultCube Special Edition: Making the classic better!Blazonisation: If have emblem of some state, but don't know anything about it, you can use this tool to resolve your problem. Content Maintenance Dashboard: Content Maintenance Dashboard is a package for Umbraco which lets you bulk publlish, unpublish, move and delete of content items.DFTBASP: Drop files on the window choose permissions or Just backup option DMNarrator Manager: A tool for RPG Narrators (and dungeon masters). First version is focused to old Wolrd of DarknessdnnGr2 - Free DotNetNuke Skin: A free DotNetNuke skin initially created for the DotNetNuke Skinning Presentation at the 2nd meeting of the DNN Greek Community.Duplicate File Explorer: File search utility, that also shows what files are duplicate by name. Supports searching up to 3 different folders at one time, excluding folders or extensions and multiple search patterns.Elmax: Yet another easy to use C++ XML parsing library on Windows! Tutorial coming soon!Firemap: Generates a html page which displays key performance statistics of chosen computers. Jumony Guide: Guide for Jumony Milestone 1Loc Tracker: Location tracking system for android and a php server for managing setup of triggers and events to be notified.MBDeveloper: This is my personal project.MECMS: Its an self-developed ecms.Media Companion: Media Companion is a windows program that allows people to catalogue and browse movie and tv episode collections. Folders are scanned and information is automatically gathered from various sources, including posters, fanart and episode screenshots. MOSS 2007 WebPart for SSO to BlackBoard: This project includes a MOSS 2007 WebPart for Single Sign On (SSO) to a Blackboard 9 Learning Management System. Existing projects and code samples do not include resources for SharePoint 2007 (MOSS) or C#. The goal of to provide these missing resources.MutitouchTest Flash AS3 on IOS (iPhone iPad): MutitouchTest Flash AS3 on IOS (iPhone iPad) www.fbair.net ??????Ipad ????? ??, ???????????????????, ???11?. iTouch4 ????5?? ??????? ? ? ??? ???????????. iPad??????????????Netropya XCogen: XCogen is an xml file config generator for Castle, Unity Spring and StructureMap containers. It's a simple console application for post-build action.Nota Algoritmica EUI: Programa que obtiene del moodle de la asignatura las notas y calcula la media final.Powershell CmdLets for Citrix NetScaler: Powershell CmdLets for the Citrix Netscaler product. This enables for querying & modifying the netscaler configuration through powershell.Scenario Framework - BPM Suite: Business Process Management SystemSchool Authorization System: School Authorization SystemSharePoint Delete Dead Users: This is a small WPF Application that presents all dead users it finds and allows the user to delete them from SharePoint. dead users are users that are not found inside active directory. There is also an LDAP Filter to speed up the query from active directorySugataTools: SugataTools are the helper classes that I usually use in my projects.The Phoenix Foundation - OSAL: Another OSAL for Windows (desktop/mobile) & Linux support.TibiaPinger: Tibia Pinger, Tools, Bot, ArkBot, Tibia, NeoBot, TibiaAuto, NG, ElfBottracer: Modernizes the System.Diagnostics trace infrastructure APIs to bring dynamism, testability and composability to .NET logging.uQR: uQR is an Umbraco package which adds the ability to generate dynamic QR Codes to an Umbraco website.User Account Picture Manager: This little app will try to fetch a users picture from active directory (thumbnailPhoto) and sets this picture on Windows Vista/2008/7/2008 R2 as User Account PictureVirtual Shell Service: Virtual Shell Service, is a service that runs on your server allowing trusted users to interact with the system via a sand boxed environment. The service has been designed to support mapping terminal commands in different ways via plugins and XML mappingWindows Live Writer Codehighlighting Plugin For Alex Gorbatchev's SyntaxHighligh: Windows Live Writer Codehighlighting Plugin For Alex Gorbatchev's SyntaxHighlighter. More information about the proect please visit http://tugberkugurlu.com/41

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  • What is the evidence that an API has exceeded its orthogonality in the context of types?

    - by hawkeye
    Wikipedia defines software orthogonality as: orthogonality in a programming language means that a relatively small set of primitive constructs can be combined in a relatively small number of ways to build the control and data structures of the language. The term is most-frequently used regarding assembly instruction sets, as orthogonal instruction set. Jason Coffin has defined software orthogonality as Highly cohesive components that are loosely coupled to each other produce an orthogonal system. C.Ross has defined software orthogonality as: the property that means "Changing A does not change B". An example of an orthogonal system would be a radio, where changing the station does not change the volume and vice-versa. Now there is a hypothesis published in the the ACM Queue by Tim Bray - that some have called the Bánffy Bray Type System Criteria - which he summarises as: Static typings attractiveness is a direct function (and dynamic typings an inverse function) of API surface size. Dynamic typings attractiveness is a direct function (and static typings an inverse function) of unit testing workability. Now Stuart Halloway has reformulated Banfy Bray as: the more your APIs exceed orthogonality, the better you will like static typing My question is: What is the evidence that an API has exceeded its orthogonality in the context of types? Clarification Tim Bray introduces the idea of orthogonality and APIs. Where you have one API and it is mainly dealing with Strings (ie a web server serving requests and responses), then a uni-typed language (python, ruby) is 'aligned' to that API - because the the type system of these languages isn't sophisticated, but it doesn't matter since you're dealing with Strings anyway. He then moves on to Android programming, which has a whole bunch of sensor APIs, which are all 'different' to the web server API that he was working on previously. Because you're not just dealing with Strings, but with different types, the API is non-orthogonal. Tim's point is that there is a empirical relationship between your 'liking' of types and the API you're programming against. (ie a subjective point is actually objective depending on your context).

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  • CodePlex Daily Summary for Tuesday, October 02, 2012

    CodePlex Daily Summary for Tuesday, October 02, 2012Popular ReleasesZ3: Z3 4.1.1 source code: Snapshot corresponding to version 4.1.1.DirectX Tool Kit: October 2012: October 2, 2012 Added ScreenGrab module Added CreateGeoSphere for drawing a geodesic sphere Put DDSTextureLoader and WICTextureLoader into the DirectX C++ namespace Renamed project files for better naming consistency Updated WICTextureLoader for Windows 8 96bpp floating-point formats Win32 desktop projects updated to use Windows Vista (0x0600) rather than Windows 7 (0x0601) APIs Tweaked SpriteBatch.cpp to workaround ARM NEON compiler codegen bugHome Access Plus+: v8.1: HAP+ Web v8.1.1003.000079318 Fixed: Issue with the Help Desk and updating a ticket as an admin 79319 Fixed: formatting issue with the booking system admin header 79321 Moved to using the arrow with a circle symbol on the homepage instead of the > and < 79541 Added: 480px wide mobile theme to login page 79541 Added: 480px wide mobile theme to home page 79541 Added: slide events for homepage 79553 Fixed: Booking System Multiple Lesson Bug 79553 Fixed: IE Error Message 79684 Fixed: jQuery issue ...Tabular Database Powershell Cmdlets: AdventureWorks Tabular PowerShell 2012 test script: AdventureWorks Tabular PowerShell 2012.ps1 is a testing script to verify the functionality of the 'Tabular Database PowerShell Cmdlets'. This script recreates parts of AdventureWorks Tabular 2012 Model; to run the script you need access to a relational database and have access to 'AdventureWorksDW2012'.CRM 2011 Visual Ribbon Editor: Visual Ribbon Editor (1.3.1002.3): Visual Ribbon Editor 1.3.1002.3 What's New: Multi-language support for Labels/Tooltips for custom buttons and groups Support for base language other than English (1033) Connect dialog will not require organization name for ADFS / IFD connections Automatic creation of missing labels for all provisioned languages Minor connection issues fixed Notes: Before saving the ribbon to CRM server, editor will check Ribbon XML for any missing <Title> elements inside existing <LocLabel> elements...YAXLib: Yet Another XML Serialization Library for the .NET Framework: YAXLib 2.10: See change-log for the list of new features added and bugs fixedNaked Objects: Naked Objects Release 5.0.0: Corresponds to the packaged version 5.0.0 available via NuGet. Please note that the easiest way to install and run the Naked Objects Framework is via the NuGet package manager: just search the Official NuGet Package Source for 'nakedobjects'. It is only necessary to download the source code (from here) if you wish to modify or re-build the framework yourself. If you do wish to re-build the framework, consul the file HowToBuild.txt in the release. Major enhancementsNaked Objects 5.0 is desi...WinRT XAML Toolkit: WinRT XAML Toolkit - 1.3.0: WinRT XAML Toolkit based on the Windows 8 RTM SDK. Download the latest source from the SOURCE CODE page. For compiled version use NuGet. You can add it to your project in Visual Studio by going to View/Other Windows/Package Manager Console and entering: PM> Install-Package winrtxamltoolkit Features AsyncUI extensions Controls and control extensions Converters Debugging helpers Imaging IO helpers VisualTree helpers Samples Recent changes NOTE: Namespace changes DebugConsol...D3 Loot Tracker: 1.4.1: This version will automatically save a recording session on application exit if the user didn't stop the current session.Untangler: Untangler: First version of Untangler application available now.SubExtractor: Release 1029: Feature: Added option to make i and ¡ characters movie-specific for improved OCR on Spanish subs (Special Characters tab in Options) Feature: Allow switch to Word Spacing dialog directly from Spell Check dialog Fix: Added more default word spacings for accented characters Fix: Changed Word Spacing dialog to show all OCR'd characters in current sub Fix: Removed application focus grab during OCR Fix: Tightened HD subs fuzzy logic to reduce false matches in small characters Fix: Improved Arrow k...MCEBuddy 2.x: MCEBuddy 2.2.18: Reccomended download Changelog for 2.2.18 (32bit and 64bit) 1. Added support for checking if Showanalyzer has hung and cancelling it 2. New version of comskip, 0.81.48 3. Speeding up comskip 4. Fixed a build bug in 64bit 2.2.17 5. Added a new comkip.ini, better commercial detection for international channels and less aggressive. Old one has been retained as comskip_old.ini 6. Added support for Audio Offset on Conversion Task page in GUI (this overrides the profiles AudioDelay when specified)Mugen Injection: Mugen Injection 3.0: Added a generic version of the fluent syntax. Big changes in fluent-syntax. Added support to resolve a parameters: - Factory: AnyCustomFunc{T}, AnyCustomFunc{IEnumerable<IInjectionParameters>,T}, AnyCustomFunc{IDictionary<string, object>,T}, AnyCustomFunc{IEnumerable<IInjectionParameters>,IDictionary<string, object>,T} - Lazy: AnyCustomLazy<T> - Binding metadata: ISetting Change binding builders, now you can configure them through the string settings. Increase performance. F...Readable Passphrase Generator: KeePass Plugin 0.7.1: See the KeePass Plugin Step By Step Guide for instructions on how to install the plugin. Changes Built against KeePass 2.20Pentagon-XnaGamePrototype: Pentagon_Application: -Windows 8 Toolkit - Charts and More: Beta 1.0: The First Compiled Version of my LibraryPDF.NET: PDF.NET.Ver4.5-OpenSourceCode: PDF.NET Ver4.5 ????,????Web??????。 PDF.NET Ver4.5 Open Source Code,include a sample Web application project.Visual Studio Icon Patcher: Version 1.5.2: This version contains no new images from v1.5.1 Contains the following improvements: Better support for detecting the installed languages The extract & inject commands won’t run if Visual Studio is running You may now run in extract or inject mode The p/invoke code was cleaned up based on Code Analysis recommendations When a p/invoke method fails the Win32 error message is now displayed Error messages use red text Status messages use green textZXing.Net: ZXing.Net 0.9.0.0: On the way to a release 1.0 the API should be stable now with this version. sync with rev. 2393 of the java version improved api better Unity support Windows RT binaries Windows CE binaries new Windows Service demo new WPF demo WindowsCE Hotfix: Fixes an error with ISO8859-1 encoding and scannning of QR-Codes. The hotfix is only needed for the WindowsCE platform.Picturethrill: Version 2.9.25.0: Allowing to run Picturethrill Update task while computer is not connected to internet on computer wake up.New ProjectsAssociativy Neo4j Driver: Neo4j graph database driver for Associativy. See: http://associativy.comCalcSig: Utility for identifying near-duplicate audio and image files.CTODO: TODO List management utilityEstudosSedna: goto HomeFun-Beat: Fun-Beat is a free XAudio2 based Drum-Machine/synthesizer in its initial phasesgbtest: This is a demoGlobal Stock Exchange (Hobby Project): GSE is sort of a hobby project. Global Stock Exchange has a rich dynamic UI. A number of concurrent multi-threaded actions are going on behind the scene.HealthVault Library for Windows 8: This library provides a simple framework for building Windows Store applications that connect to Microsoft HealthVault. Homework management: Házi feladat beadó rendszer megvalósításaHostalApp: Proyecto de Taller de Sistemas de InformacionIIS Logfile Archiving: IIS instances log website activity to disk. Let's archive those files for later in a .zip file.Impact Bootstrap For Windows 8: Impact Bootstrap for Windows 8 is a simple collection of scripts, code and stock art/sounds that can help you create HTML5 games on Windows 8 faster.Innovacall ASP.net MVC 3 Framework and Starter Kits: Innovacall Open Source Development Framework for Asp.Net MVC 3.1.JRFinances: Financial project for university graduationLazyField Demo: A demo module demonstrating the LazyField<T> class in Orchard.Lilith: Linux libraryManaged Metadata Migrator: Move term sets across SharePoint farms, managed metadata service applications or groups with term GUIDs intact.MyFamily: An ASP.net application for families to share pictures/videos/events with one anotherNengraphy: Nengraphy Gentoo OverlayOrchard CMS Image MultiPicker Field: This module provides image multi picker field for Orchard CMS 1.5.1.PDFWebViewer.NET 1.0: As of October 1st, 2012 TallComponents has discontinued PDFWebViewer.NET 1.0. This project publishes the 1.0.21.0 source code.PromikeHomeSite: My home site.Sharepoint Dynamic Quicklaunch: Sharepoint Dynamic Quicklaunch is a jquery plugin to generate dynamic menus for the Sharepoint 2010 Quicklaunch. Slider - Simple Slideshow Solution: Highly customizable slideshow solution for any website.TypeScript: TypeScript is a language for application-scale JavaScript development. TypeScript is a typed superset of JavaScript that compiles to plain JavaScript.Velocity4Net: translated from apache velocity 1.7WebViewer.NET 2.0: As of October 1st, 2012 TallComponents has discontinued WebViewer.NET 2.0. This project publishes the 2.0.0.3 source code.WireBear InfoPath Printer: Adds a print button to the ribbon for InfoPath List Display Forms in SharePoint 2010.YingEngine2: ??????????????。 ??????????,???,???????RPG??。?????????????????,???????????????????,???????????。

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  • JSP Include: one large bean or bean for each include

    - by shylynx
    I want to refactor a webapp that consists of very distorted JSPs and servlets. Because we can't switch to a web framework easily we have to keep JSPs and Servlets, and now we are in doubt how to include pages into another and how to setup the use:bean-directives effectively. At the first step we want to decouple the code for the core-actions and the bean-creation into servlets. The servlets should forward to their corresponding pages, which should use the bean. The problem here is, that each jsp consists of different sub- and sub-sub-jsp that are included into another. Here is a shortend extract (because reality is more complex): head header top navigation actionspanel main header actionspanel foot footer Moreover each jsp (also the header and footer) use dynamic data. For example title and actionspanel can change on each page-reload or do have links and labels that depend on the processing by the preceding servlet. I know that jsp-include-directives should only be used for static content und should be avoided for dynamic content. But here we have very large pages, that consist of many parts. Now the core questions: Should I use one big bean for each page, so that each bean holds also data for header and footer beside its core data, so that each subsequent included jsp uses the same bean-directive? For example: DirectoryJSP <- DirectoryBean CompareJSP <- CompareBean Or should I use one bean for each jsp, so that each bean only holds the data for one jsp and its own purpose. For example: DirectoryJSP <- DirectoryBean HeaderJSP <- HeaderBean FooterJSP <- FooterBean CompareJSP <- CompareBean HeaderJSP <- HeaderBean FooterJSP <- FooterBean In the second case: should the subsequent beans be a member of the corresponding parent bean, so that only the parent bean is attached as attribute to the request? Or should each bean attached to the request?

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  • My Latest Books &ndash; Professional C# 2010 and Professional ASP.NET 4

    - by Bill Evjen
    My two latest books are out! Professional ASP.NET 4 in C# and VB Professional C# 4 and .NET 4 From the back covers: Take your web development to the next level using ASP.NET 4 ASP.NET is about making you as productive as possible when building fast and secure web applications. Each release of ASP.NET gets better and removes a lot of the tedious code that you previously needed to put in place, making common ASP.NET tasks easier. With this book, an unparalleled team of authors walks you through the full breadth of ASP.NET and the new and exciting capabilities of ASP.NET 4. The authors also show you how to maximize the abundance of features that ASP.NET offers to make your development process smoother and more efficient. Professional ASP.NET 4: Demonstrates ASP.NET built-in systems such as the membership and role management systems Covers everything you need to know about working with and manipulating data Discusses the plethora of server controls that are at your disposal Explores new ways to build ASP.NET, such as working with ASP.NET MVC and ASP.NET AJAX Examines the full life cycle of ASP.NET, including debugging and error handling, HTTP modules, the provider model, and more Features both printed and downloadable C# and VB code examples Start using the new features of C# 4 and .NET 4 right away The new C# 4 language version is indispensable for writing code in Visual Studio 2010. This essential guide emphasizes that C# is the language of choice for your .NET 4 applications. The unparalleled author team of experts begins with a refresher of C# basics and quickly moves on to provide detailed coverage of all the recently added language and Framework features so that you can start writing Windows applications and ASP.NET web applications immediately. Reviews the .NET architecture, objects, generics, inheritance, arrays, operators, casts, delegates, events, Lambda expressions, and more Details integration with dynamic objects in C#, named and optional parameters, COM-specific interop features, and type-safe variance Provides coverage of new features of .NET 4, Workflow Foundation 4, ADO.NET Data Services, MEF, the Parallel Task Library, and PLINQ Has deep coverage of great technologies including LINQ, WCF, WPF, flow and fixed documents, and Silverlight Reviews ASP.NET programming and goes into new features such as ASP.NET MVC and ASP.NET Dynamic Data Discusses communication with WCF, MSMQ, peer-to-peer, and syndication

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  • CodePlex Daily Summary for Wednesday, December 22, 2010

    CodePlex Daily Summary for Wednesday, December 22, 2010Popular ReleasesTibiaPinger: TibiaPinger v1.0: TibiaPinger v1.0Media Companion: Media Companion 3.400: Extract the entire archive to a folder which has user access rights, eg desktop, documents etc. A manual is included to get you startedPackage that minifies and combines JavaScript and CSS files: Release 1.1: Bug fixes. The package now correctly handles inlined images and image urls in CSS files surrounded by quotes. CombineAndMinify can now be used in conjunction with Microsoft's Sprite and Image Optimization Framework. That framework combines several small images into one, reducing overall load times.Multicore Task Framework: MTF 1.0.1: Release 1.0.1 of Multicore Task Framework.SQL Monitor - tracking sql server activities: SQL Monitor 3.0 alpha 7: 1. added script save/load in user query window 2. fixed problem with connection dialog when choosing windows auth but still ask for user name 3. auto open user table when double click one table node 4. improved alert message, added log only methodOpen NFe: Open NFe 2.0 (Beta): Última versão antes da versão final a ser lançada nos próximos dias.EnhSim: EnhSim 2.2.6 ALPHA: 2.2.6 ALPHAThis release supports WoW patch 4.03a at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Fixing up some r...LINQ to Twitter: LINQ to Twitter Beta v2.0.18: Silverlight, OAuth, 100% Twitter API coverage, streaming, extensibility via Raw Queries, and added documentation. Bug fixes.ASP.NET MVC Project Awesome (jQuery Ajax helpers): 1.4.3: Helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form, Popup and Pager new stuff: Improvements for confirm, popup, popup form RenderView controller extension the user experience for crud in live demo has been substantially improved + added search all the features are shown in the live demoGanttPlanner: GanttPlanner V1.0: GanttPlanner V1.0 include GanttPlanner.dll and also a Demo application.N2 CMS: 2.1 release candidate 3: * Web platform installer support available N2 is a lightweight CMS framework for ASP.NET. It helps you build great web sites that anyone can update. Major Changes Support for auto-implemented properties ({get;set;}, based on contribution by And Poulsen) A bunch of bugs were fixed File manager improvements (multiple file upload, resize images to fit) New image gallery Infinite scroll paging on news Content templates First time with N2? Try the demo site Download one of the templ...TweetSharp: TweetSharp v2.0.0.0 - Preview 6: Documentation for this release may be found at http://tweetsharp.codeplex.com/wikipage?title=UserGuide&referringTitle=Documentation. Note: This code is currently preview quality. Preview 6 ChangesMaintenance release with user reported fixes Preview 5 ChangesMaintenance release with user reported fixes Preview 4 ChangesReintroduced fluent interface support via satellite assembly Added entities support, entity segmentation, and ITweetable/ITweeter interfaces for client development Numer...Team Foundation Server Administration Tool: 2.1: TFS Administration Tool 2.1, is the first version of the TFS Administration Tool which is built on top of the Team Foundation Server 2010 object model. TFS Administration Tool 2.1 can be installed on machines that are running either Team Explorer 2010, or Team Foundation Server 2010.SubtitleTools: SubtitleTools 1.3: - Added .srt FileAssociation & Win7 ShowRecentCategory feature. - Applied UnifiedYeKe to fix Persian search problems. - Reduced file size of Persian subtitles for uploading @OSDB.Facebook C# SDK: 4.1.0: - Lots of bug fixes - Removed Dynamic Runtime Language dependencies from non-dynamic platforms. - Samples included in release for ASP.NET, MVC, Silverlight, Windows Phone 7, WPF, WinForms, and one Visual Basic Sample - Changed internal serialization to use Json.net - BREAKING CHANGE: Canvas Session is no longer support. Use Signed Request instead. Canvas Session has been deprecated by Facebook. - BREAKING CHANGE: Some renames and changes with Authorizer, CanvasAuthorizer, and Authorization ac...NuGet: NuGet 1.0 build 11217.102: Note: this release is slightly newer than RC1, and fixes a couple issues relating to updating packages to newer versions. NuGet is a free, open source developer focused package management system for the .NET platform intent on simplifying the process of incorporating third party libraries into a .NET application during development. This release is a Visual Studio 2010 extension and contains the the Package Manager Console and the Add Package Dialog. This new build targets the newer feed (h...WCF Community Site: WCF Web APIs 10.12.17: Welcome to the second release of WCF Web APIs on codeplex Here is what is new in this release. WCF Support for jQuery - create WCF web services that are easy to consume from JavaScript clients, in particular jQuery. Better support for using JsonValue as dynamic Support for JsonValue change notification events for databinding and other purposes Support for going between JsonValue and CLR types WCF HTTP - create HTTP / REST based web services. This is a minor release which contains fixe...LiveChat Starter Kit: LCSK v1.0: This is a working version of the LCSK for Visual Studio 2010, ASP.NET MVC 3 (using Razor View Engine). this is still provider based (with 1 provider Sql) and this is still using WebService and Windows Forms operator console. The solution is cleaner, with an installer to create tables etc. You can also install it via nuget (Install-Package lcsk) Let me know your feedbackOrchard Project: Orchard 0.9: Orchard Release Notes Build: 0.9.253 Published: 12/16/2010 How to Install OrchardTo install the Orchard tech preview using Web PI, follow these instructions: http://www.orchardproject.net/docs/Installing-Orchard-Using-Web-PI.ashx Web PI will detect your hardware environment and install the application. --OR-- Alternatively, to install the release manually, download the Orchard.Web.0.9.253.zip file. The zip contents are pre-built and ready-to-run. Simply extract the contents of the Orch...DotSpatial: DotSpatial 12-15-2010: This release contains a few minor bug fixes and hopefully the GDAL libraries for the 3.5 x86 build actually built to the correct directory this time.New Projects1102 Puc enigami: noitpircsedaarron: personalALDX Organizer: C# .NET desktop application meant to help a store manager in running the store.Battle.Net Library: This is a collaborate Blizzard Battle.net api. Currently working on fetching data from the Armory.BBSolution: BBSolution cmsBitlyTweeter: A Windows Live Writer plugin designed to hook up to your bit.ly account and automatically send tweets after you publish a blog post with the URL shortened by your account.Chat World: chat privado sin reestricciones de ningun tipo aplicacion cliente servidor cliente que te permite crear tus propias salas y categorias de chat sin ninguna reestriccion desarrollado en Net 4.0 lenguaje c#Creating Databound jQuery plugins for ASP.NET: Using asp.net to create a dynamic webservice to support the jQuery jqGrid control as a databound server control. Developed in C# and Javascript. Designed to remove excessive extra coding to add rows to gridview control. Short time to fully developed control.DriverStore Explorer [RAPR]: DriverStoreExplorer GUI makes it easier to deal with Windows Vista / Windows 7 driver store. Supported operations include enumeration, adding a driver package (stage), adding & installing, deletion, as well as force deletion from the driver store. GCTF: Desafio .NET Realizado na FACISAGonte.Utilities: Gonte.Utilites Provides general utilities such as - Reflection helpers - Validation framworkLincoln Wood: An evolutionary implementation of the next gen Lincoln Wood Community environment using MVC2 and other good stuff.M4N1: M4N1 its a MDA arquitecture that tries to enable Model Development for anyone! Its written an Java and the IDE its an Eclipse RCP application.MasterGuitarReader: guitarmd5util: MD5 checksum util for developersMP3Tunes Windows Locker Player: Connect to your MP3Tunes locker from a win7/vista/xp computer.MVC Installer: The MVC Installer is a small, pluggable assembly that you add to any new ASP.NET MVC 2 project to easily install your database and Membership system with Roles and Users.new1: new1new1new1new1new1O(∩_∩)O: .SharePoint 2007 Add Ons: The goal of this project is to develop a set of add ons for SharePoint 2007.SharePoint Power Pack: The SharePoint Power Pack consists of several features to enhance core functionality and change the user experience of the SharePoint GUI.Silverlight Code Camp Reference Implementation: Silverlight Code Camp Website Australia 2011. Technology: C#, Silverlight, Asp.Net MVC, jQuery Features: CodeCamp Sessions, Location Map, User Voting, Registration (via EventBrite), Down Level Experience, Mobile Browsers friendly CSS Silverlight Sockets Sample: Trivial but complete sample for doing SL sockets. There is an SL project and a console socket server handling 943rd (SL policy) port and 4505th (for arbitrary data communication).SMILE Media Content Creator: A WinForm GUI for generating SMILE Media ContentSocialPad: socialpadSpits: Comment SNS for files: A sns like comment system. can make comments with your very local files StarTrooper: ????,??MSDN Webcast ???,???VB A game, reference MSDN Webcast produced by the language is Visual Basic http://www.msdnwebcast.com.cn/CourseSeries.aspx?id=58Text Data File Manipulator: Manipulate text data files: convert separators, transpose data. For some reason I couldn't find a simple tool for window to transpose my large data files so I wrote this tiny tool. uLogin: uLogin version 1.0.1 provides Member Login functionality for Umbraco-powered Web sites. uLogin version 1.0.1 was developed and tested for Umbraco version 4.5.2 with ASP.net version 4.Windows Media Player GNTP Plugin: WMP-GNTP allows Windows Media Player to tell Growl for Windows when a song has changed, so you'll no longer have to open Windows Media Player to tell when a song has changed. It's developed in C++/ATL.WorldBuilder: This Application will help XNA developers create game maps and easily implement them into their games. This includes both 2D maps and 3D Terrain maps.

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  • Asp.net tips and tricks

    - by ybbest
    Asp.net tips and tricks Here is a summary of articles I found very useful over the years while I am working on asp.net TRULY Understanding View state http://weblogs.asp.net/infinitiesloop/archive/2006/08/03/Truly-Understanding-Viewstate.aspx TRULY Understanding Dynamic Controls http://weblogs.asp.net/infinitiesloop/archive/2006/08/25/TRULY-Understanding-Dynamic-Controls-_2800_Part-1_2900_.aspx ASP.Net 2.0 – Master Pages: Tips, Tricks, and Traps http://odetocode.com/articles/450.aspx ASP.NET Tip – Use The Label Control Correctly http://haacked.com/archive/2007/02/15/asp.net_tip_-_use_the_label_control_correctly.aspx Asp.net httphandlers http://www.michaelflanakin.com/Articles/NET/NET1x/ImplementingHTTPHandlers/tabid/173/Default.aspx http://support.microsoft.com/default.aspx?scid=kb;EN-US;308001 http://msdn.microsoft.com/en-us/library/ms972974.aspx Asp.net ajax http://encosia.com/ ASP.NET 2.0 Tips, Tricks, Recipes and Gotchas http://weblogs.asp.net/scottgu/pages/ASP.NET-2.0-Tips_2C00_-Tricks_2C00_-Recipes-and-Gotchas.aspx Mastering Page-UserControl Communication http://www.codeproject.com/KB/user-controls/Page_UserControl.aspx Comparing Web Site Projects and Web Application Projects Web Deployment Projects .NET Radio Show http://www.dotnetrocks.com/ Herdingcode http://herdingcode.com/ Clean Code talk http://www.objectmentor.com/videos/video_index.html .NET Video Show http://www.dnrtv.com/ .Net User group http://chicagoalt.net/home http://exposureroom.com/members/RIAViewMirror.aspx/assets/ FAQ Why should you remove unnecessary C# using directives? http://stackoverflow.com/questions/136278/why-should-you-remove-unnecessary-c-using-directives http://stackoverflow.com/questions/2009471/what-is-the-benefit-of-removing-redundant-imports-in-vb-net-or-using-in-c-file http://codeclimber.net.nz/archive/2009/12/30/best-of-2009-the-5-most-popular-posts.aspx

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  • changing body type without change of center of mass

    - by philipp
    I have an box2d project with some bodies in it, which move around without any user interaction. But if the user selects one of the bodies, he should be able to move it around just like he wants to. To keep it short, I want to change the type of the body to "kinematic" while the user controls it and back to "dynamic" afterwards. If I do so the rotation center of the body changes with the change of the type. How can I reset this? The body's fixture is created of a single b2PolygonShape, with its vertices set via SetAsArray(). Greetings philipp EDIT:: So I looked around about setting the local center of bodies. what brought me to this solution: var md = new b2MassData(); this.body.GetMassData( md ); this.body.SetType( b2body.b2_kinematicBody ); this.body.SetMassData( md ); that did not work, so I had a look at the source and found that SetMassData() always returns if the body is not "dynamic". So I tried this: var md = new b2MassData(); this._body.GetMassData( md ); this._body.SetType( b2Body.b2_kinematicBody ); this._body.m_sweep.localCenter.Set( md.center.x, md.center.y ); what actually is modifying the private data of the body. But it works and no errors appear, but can I really do this without the risk of breaking the application, or in other words, under which circumstances could this solution might cause errors? n.b.: I am using box2dweb of the latest release. Greetings philipp

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  • Bullet Physic: Transform body after adding

    - by Mathias Hölzl
    I would like to transform a rigidbody after adding it to the btDiscreteDynamicsWorld. When I use the CF_KINEMATIC_OBJECT flag I am able to transform it but it's static (no collision response/gravity). When I don't use the CF_KINEMATIC_OBJECT flag the transform doesn't gets applied. So how to I transform non-static objects in bullet? DemoCode: btBoxShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1)); /// Create Dynamic Objects btTransform startTransform; startTransform.setIdentity(); btScalar mass(1.f); //rigidbody is dynamic if and only if mass is non zero, otherwise static bool isDynamic = (mass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) colShape->calculateLocalInertia(mass,localInertia); btDefaultMotionState* myMotionState = new btDefaultMotionState(); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia); btRigidBody* body = new btRigidBody(rbInfo); body->setCollisionFlags(body->getCollisionFlags()|btCollisionObject::CF_KINEMATIC_OBJECT); body->setActivationState(DISABLE_DEACTIVATION); m_dynamicsWorld->addRigidBody(body); startTransform.setOrigin(SCALING*btVector3( btScalar(0), btScalar(20), btScalar(0) )); body->getMotionState()->setWorldTransform(startTransform);

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  • evaluating a code of a graph [migrated]

    - by mazen.r.f
    This is relatively a long code,if you have the tolerance and the will to find out how to make this code work then take a look please, i will appreciate your feed back. i have spent two days trying to come up with a code to represent a graph , then calculate the shortest path using dijkastra algorithm , but i am not able to get the right result , even the code runs without errors , but the result is not correct , always i am getting 0. briefly,i have three classes , Vertex, Edge, Graph , the Vertex class represents the nodes in the graph and it has id and carried ( which carry the weight of the links connected to it while using dijkastra algorithm ) and a vector of the ids belong to other nodes the path will go through before arriving to the node itself , this vector is named previous_nodes. the Edge class represents the edges in the graph it has two vertices ( one in each side ) and a wight ( the distance between the two vertices ). the Graph class represents the graph , it has two vectors one is the vertices included in this graph , and the other is the edges included in the graph. inside the class Graph there is a method its name shortest takes the sources node id and the destination and calculates the shortest path using dijkastra algorithm, and i think that it is the most important part of the code. my theory about the code is that i will create two vectors one for the vertices in the graph i will name it vertices and another vector its name is ver_out it will include the vertices out of calculation in the graph, also i will have two vectors of type Edge , one its name edges for all the edges in the graph and the other its name is track to contain temporarily the edges linked to the temporarily source node in every round , after the calculation of every round the vector track will be cleared. in main() i created five vertices and 10 edges to simulate a graph , the result of the shortest path supposedly to be 4 , but i am always getting 0 , that means i am having something wrong in my code , so if you are interesting in helping me find my mistake and how to make the code work , please take a look. the way shortest work is as follow at the beginning all the edges will be included in the vector edges , we select the edges related to the source and put them in the vector track , then we iterate through track and add the wight of every edge to the vertex (node ) related to it ( not the source vertex ) , then after we clear track and remove the source vertex from the vector vertices and select a new source , and start over again select the edges related to the new source , put them in track , iterate over edges in tack , adding the weights to the corresponding vertices then remove this vertex from the vector vertices, and clear track , and select a new source , and so on . here is the code. #include<iostream> #include<vector> #include <stdlib.h> // for rand() using namespace std; class Vertex { private: unsigned int id; // the name of the vertex unsigned int carried; // the weight a vertex may carry when calculating shortest path vector<unsigned int> previous_nodes; public: unsigned int get_id(){return id;}; unsigned int get_carried(){return carried;}; void set_id(unsigned int value) {id = value;}; void set_carried(unsigned int value) {carried = value;}; void previous_nodes_update(unsigned int val){previous_nodes.push_back(val);}; void previous_nodes_erase(unsigned int val){previous_nodes.erase(previous_nodes.begin() + val);}; Vertex(unsigned int init_val = 0, unsigned int init_carried = 0) :id (init_val), carried(init_carried) // constructor { } ~Vertex() {}; // destructor }; class Edge { private: Vertex first_vertex; // a vertex on one side of the edge Vertex second_vertex; // a vertex on the other side of the edge unsigned int weight; // the value of the edge ( or its weight ) public: unsigned int get_weight() {return weight;}; void set_weight(unsigned int value) {weight = value;}; Vertex get_ver_1(){return first_vertex;}; Vertex get_ver_2(){return second_vertex;}; void set_first_vertex(Vertex v1) {first_vertex = v1;}; void set_second_vertex(Vertex v2) {second_vertex = v2;}; Edge(const Vertex& vertex_1 = 0, const Vertex& vertex_2 = 0, unsigned int init_weight = 0) : first_vertex(vertex_1), second_vertex(vertex_2), weight(init_weight) { } ~Edge() {} ; // destructor }; class Graph { private: std::vector<Vertex> vertices; std::vector<Edge> edges; public: Graph(vector<Vertex> ver_vector, vector<Edge> edg_vector) : vertices(ver_vector), edges(edg_vector) { } ~Graph() {}; vector<Vertex> get_vertices(){return vertices;}; vector<Edge> get_edges(){return edges;}; void set_vertices(vector<Vertex> vector_value) {vertices = vector_value;}; void set_edges(vector<Edge> vector_ed_value) {edges = vector_ed_value;}; unsigned int shortest(unsigned int src, unsigned int dis) { vector<Vertex> ver_out; vector<Edge> track; for(unsigned int i = 0; i < edges.size(); ++i) { if((edges[i].get_ver_1().get_id() == vertices[src].get_id()) || (edges[i].get_ver_2().get_id() == vertices[src].get_id())) { track.push_back (edges[i]); edges.erase(edges.begin()+i); } }; for(unsigned int i = 0; i < track.size(); ++i) { if(track[i].get_ver_1().get_id() != vertices[src].get_id()) { track[i].get_ver_1().set_carried((track[i].get_weight()) + track[i].get_ver_2().get_carried()); track[i].get_ver_1().previous_nodes_update(vertices[src].get_id()); } else { track[i].get_ver_2().set_carried((track[i].get_weight()) + track[i].get_ver_1().get_carried()); track[i].get_ver_2().previous_nodes_update(vertices[src].get_id()); } } for(unsigned int i = 0; i < vertices.size(); ++i) if(vertices[i].get_id() == src) vertices.erase(vertices.begin() + i); // removing the sources vertex from the vertices vector ver_out.push_back (vertices[src]); track.clear(); if(vertices[0].get_id() != dis) {src = vertices[0].get_id();} else {src = vertices[1].get_id();} for(unsigned int i = 0; i < vertices.size(); ++i) if((vertices[i].get_carried() < vertices[src].get_carried()) && (vertices[i].get_id() != dis)) src = vertices[i].get_id(); //while(!edges.empty()) for(unsigned int round = 0; round < vertices.size(); ++round) { for(unsigned int k = 0; k < edges.size(); ++k) { if((edges[k].get_ver_1().get_id() == vertices[src].get_id()) || (edges[k].get_ver_2().get_id() == vertices[src].get_id())) { track.push_back (edges[k]); edges.erase(edges.begin()+k); } }; for(unsigned int n = 0; n < track.size(); ++n) if((track[n].get_ver_1().get_id() != vertices[src].get_id()) && (track[n].get_ver_1().get_carried() > (track[n].get_ver_2().get_carried() + track[n].get_weight()))) { track[n].get_ver_1().set_carried((track[n].get_weight()) + track[n].get_ver_2().get_carried()); track[n].get_ver_1().previous_nodes_update(vertices[src].get_id()); } else if(track[n].get_ver_2().get_carried() > (track[n].get_ver_1().get_carried() + track[n].get_weight())) { track[n].get_ver_2().set_carried((track[n].get_weight()) + track[n].get_ver_1().get_carried()); track[n].get_ver_2().previous_nodes_update(vertices[src].get_id()); } for(unsigned int t = 0; t < vertices.size(); ++t) if(vertices[t].get_id() == src) vertices.erase(vertices.begin() + t); track.clear(); if(vertices[0].get_id() != dis) {src = vertices[0].get_id();} else {src = vertices[1].get_id();} for(unsigned int tt = 0; tt < edges.size(); ++tt) { if(vertices[tt].get_carried() < vertices[src].get_carried()) { src = vertices[tt].get_id(); } } } return vertices[dis].get_carried(); } }; int main() { cout<< "Hello, This is a graph"<< endl; vector<Vertex> vers(5); vers[0].set_id(0); vers[1].set_id(1); vers[2].set_id(2); vers[3].set_id(3); vers[4].set_id(4); vector<Edge> eds(10); eds[0].set_first_vertex(vers[0]); eds[0].set_second_vertex(vers[1]); eds[0].set_weight(5); eds[1].set_first_vertex(vers[0]); eds[1].set_second_vertex(vers[2]); eds[1].set_weight(9); eds[2].set_first_vertex(vers[0]); eds[2].set_second_vertex(vers[3]); eds[2].set_weight(4); eds[3].set_first_vertex(vers[0]); eds[3].set_second_vertex(vers[4]); eds[3].set_weight(6); eds[4].set_first_vertex(vers[1]); eds[4].set_second_vertex(vers[2]); eds[4].set_weight(2); eds[5].set_first_vertex(vers[1]); eds[5].set_second_vertex(vers[3]); eds[5].set_weight(5); eds[6].set_first_vertex(vers[1]); eds[6].set_second_vertex(vers[4]); eds[6].set_weight(7); eds[7].set_first_vertex(vers[2]); eds[7].set_second_vertex(vers[3]); eds[7].set_weight(1); eds[8].set_first_vertex(vers[2]); eds[8].set_second_vertex(vers[4]); eds[8].set_weight(8); eds[9].set_first_vertex(vers[3]); eds[9].set_second_vertex(vers[4]); eds[9].set_weight(3); unsigned int path; Graph graf(vers, eds); path = graf.shortest(2, 4); cout<< path << endl; return 0; }

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  • Calculating collision force with AfterCollision/NormalImpulse is unreliable when IgnoreCCD = false?

    - by Michael
    I'm using Farseer Physics Engine 3.3.1 in a very simple XNA 4 test game. (Note: I'm also tagging this Box2D, because Farseer is a direct port of Box2D and I will happily accept Box2D answers that solve this problem.) In this game, I'm creating two bodies. The first body is created using BodyFactory.CreateCircle and BodyType.Dynamic. This body can be moved around using the keyboard (which sets Body.LinearVelocity). The second body is created using BodyFactory.CreateRectangle and BodyType.Static. This body is static and never moves. Then I'm using this code to calculate the force of collision when the two bodies collide: staticBody.FixtureList[0].AfterCollision += new AfterCollisionEventHandler(AfterCollision); protected void AfterCollision(Fixture fixtureA, Fixture fixtureB, Contact contact) { float maxImpulse = 0f; for (int i = 0; i < contact.Manifold.PointCount; i++) maxImpulse = Math.Max(maxImpulse, contact.Manifold.Points[i].NormalImpulse); // maxImpulse should contain the force of the collision } This code works great if both of these bodies are set to IgnoreCCD=true. I can calculate the force of collision between them 100% reliably. Perfect. But here's the problem: If I set the bodies to IgnoreCCD=false, that code becomes wildly unpredictable. AfterCollision is called reliably, but for some reason the NormalImpulse is 0 about 75% of the time, so only about one in four collisions is registered. Worse still, the NormalImpulse seems to be zero for completely random reasons. The dynamic body can collide with the static body 10 times in a row in virtually exactly the same way, and only 2 or 3 of the hits will register with a NormalImpulse greater than zero. Setting IgnoreCCD=true on both bodies instantly solves the problem, but then I lose continuous physics detection. Why is this happening and how can I fix it? Here's a link to a simple XNA 4 solution that demonstrates this problem in action: http://www.mediafire.com/?a1w242q9sna54j4

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  • SQL SERVER – Storing Variable Values in Temporary Array or Temporary List

    - by pinaldave
    SQL Server does not support arrays or a dynamic length storage mechanism like list. Absolutely there are some clever workarounds and few extra-ordinary solutions but everybody can;t come up with such solution. Additionally, sometime the requirements are very simple that doing extraordinary coding is not required. Here is the simple case. Let us say here are the values: a, 10, 20, c, 30, d. Now the requirement is to store them in a array or list. It is very easy to do the same in C# or C. However, there is no quick way to do the same in SQL Server. Every single time when I get such requirement, I create a table variable and store the values in the table variables. Here is the example: For SQL Server 2012: DECLARE @ListofIDs TABLE(IDs VARCHAR(100)); INSERT INTO @ListofIDs VALUES('a'),('10'),('20'),('c'),('30'),('d'); SELECT IDs FROM @ListofIDs; GO When executed above script it will give following resultset. Above script will work in SQL Server 2012 only for SQL Server 2008 and earlier version run following code. DECLARE @ListofIDs TABLE(IDs VARCHAR(100), ID INT IDENTITY(1,1)); INSERT INTO @ListofIDs SELECT 'a' UNION ALL SELECT '10' UNION ALL SELECT '20' UNION ALL SELECT 'c' UNION ALL SELECT '30' UNION ALL SELECT 'd'; SELECT IDs FROM @ListofIDs; GO Now in this case, I have to convert numbers to varchars because I have to store mix datatypes in a single column. Additionally, this quick solution does not give any features of arrays (like inserting values in between as well accessing values using array index). Well, do you ever have to store temporary multiple values in SQL Server – if the count of values are dynamic and datatype is not specified early how will you about storing values which can be used later in the programming. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • /etc/resolv.conf nameserver fd00::1

    - by user88631
    My /etc/resolv.conf constantly get a mysterious entry, i run a home network with ipv6 provided by ravd, the interface is auto-configured by Network manager (all name server lookups are lost when this line is first in my /etc/resolv.conf) . Dynamic resolv.conf(5) file for glibc resolver(3) generated by resolvconf(8) **# DO NOT EDIT THIS FILE BY HAND -- YOUR CHANGES WILL BE OVERWRITTEN** nameserver fd00::1 nameserver 192.168.1.1 search home.int When ping is working cat /etc/resolv.conf # Dynamic resolv.conf(5) file for glibc resolver(3) generated by resolvconf(8) # DO NOT EDIT THIS FILE BY HAND -- YOUR CHANGES WILL BE OVERWRITTEN nameserver 192.168.1.1 search home.int So something is putting fd00::1 at start of file, not if I ping6 fd00::1 I get Destination unreachable: Administratively prohibited To diagnose this I ran the router with single cable to connected to ubuntu machine. Ran tcpdump + restarted network on ubuntu. "tcpdump ip6 -e -i eth0 | grep fd00" finds nothing, it's not being advertised via the network.. The only hit I got was when an upstream router refused a connection attempt from the ubuntu machine to fd00::1. I have also switched on debug for network manager & it appears to set the mystery line.. 15:22:14 storage-pc NetworkManager[349]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) complete. 15:22:14 storage-pc NetworkManager[349]: <warn> dnsmasq exited with error: Other problem (5) 15:22:14 storage-pc NetworkManager[349]: <debug> [1346822534.281528] [nm-dns-manager.c:598] update_dns(): updating resolv.conf 15:22:14 storage-pc NetworkManager[349]: <debug> [1346822534.281875] [nm-dns-manager.c:719] update_dns(): DNS: plugin dnsmasq ignored (caching disabled) 15:22:14 storage-pc NetworkManager[349]: <info> ((null)): writing resolv.conf to /sbin/resolvconf 15:22:14 storage-pc dbus[2184]: [system] Successfully activated service 'org.freedesktop.nm_dispatcher' 15:22:14 storage-pc dnsmasq[2875]: reading /etc/resolv.conf 15:22:14 storage-pc dnsmasq[2875]: using nameserver 192.168.1.1#53 15:22:14 storage-pc dnsmasq[2875]: using nameserver fd00::1#53 Any suggestions on how to find out where this comes from?

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  • Evaluating code for a graph [migrated]

    - by mazen.r.f
    This is relatively long code. Please take a look at this code if you are still willing to do so. I will appreciate your feedback. I have spent two days trying to come up with code to represent a graph, calculating the shortest path using Dijkstra's algorithm. But I am not able to get the right result, even though the code runs without errors. The result is not correct and I am always getting 0. I have three classes: Vertex, Edge, and Graph. The Vertex class represents the nodes in the graph and it has id and carried (which carry the weight of the links connected to it while using Dijkstra's algorithm) and a vector of the ids belong to other nodes the path will go through before arriving to the node itself. This vector is named previous_nodes. The Edge class represents the edges in the graph and has two vertices (one in each side) and a width (the distance between the two vertices). The Graph class represents the graph. It has two vectors, where one is the vertices included in this graph, and the other is the edges included in the graph. Inside the class Graph, there is a method named shortest() that takes the sources node id and the destination and calculates the shortest path using Dijkstra's algorithm. I think that it is the most important part of the code. My theory about the code is that I will create two vectors, one for the vertices in the graph named vertices, and another vector named ver_out (it will include the vertices out of calculation in the graph). I will also have two vectors of type Edge, where one is named edges (for all the edges in the graph), and the other is named track (to temporarily contain the edges linked to the temporary source node in every round). After the calculation of every round, the vector track will be cleared. In main(), I've created five vertices and 10 edges to simulate a graph. The result of the shortest path supposedly is 4, but I am always getting 0. That means I have something wrong in my code. If you are interesting in helping me find my mistake and making the code work, please take a look. The way shortest work is as follow: at the beginning, all the edges will be included in the vector edges. We select the edges related to the source and put them in the vector track, then we iterate through track and add the width of every edge to the vertex (node) related to it (not the source vertex). After that, we clear track and remove the source vertex from the vector vertices and select a new source. Then we start over again and select the edges related to the new source, put them in track, iterate over edges in track, adding the weights to the corresponding vertices, then remove this vertex from the vector vertices. Then clear track, and select a new source, and so on. #include<iostream> #include<vector> #include <stdlib.h> // for rand() using namespace std; class Vertex { private: unsigned int id; // the name of the vertex unsigned int carried; // the weight a vertex may carry when calculating shortest path vector<unsigned int> previous_nodes; public: unsigned int get_id(){return id;}; unsigned int get_carried(){return carried;}; void set_id(unsigned int value) {id = value;}; void set_carried(unsigned int value) {carried = value;}; void previous_nodes_update(unsigned int val){previous_nodes.push_back(val);}; void previous_nodes_erase(unsigned int val){previous_nodes.erase(previous_nodes.begin() + val);}; Vertex(unsigned int init_val = 0, unsigned int init_carried = 0) :id (init_val), carried(init_carried) // constructor { } ~Vertex() {}; // destructor }; class Edge { private: Vertex first_vertex; // a vertex on one side of the edge Vertex second_vertex; // a vertex on the other side of the edge unsigned int weight; // the value of the edge ( or its weight ) public: unsigned int get_weight() {return weight;}; void set_weight(unsigned int value) {weight = value;}; Vertex get_ver_1(){return first_vertex;}; Vertex get_ver_2(){return second_vertex;}; void set_first_vertex(Vertex v1) {first_vertex = v1;}; void set_second_vertex(Vertex v2) {second_vertex = v2;}; Edge(const Vertex& vertex_1 = 0, const Vertex& vertex_2 = 0, unsigned int init_weight = 0) : first_vertex(vertex_1), second_vertex(vertex_2), weight(init_weight) { } ~Edge() {} ; // destructor }; class Graph { private: std::vector<Vertex> vertices; std::vector<Edge> edges; public: Graph(vector<Vertex> ver_vector, vector<Edge> edg_vector) : vertices(ver_vector), edges(edg_vector) { } ~Graph() {}; vector<Vertex> get_vertices(){return vertices;}; vector<Edge> get_edges(){return edges;}; void set_vertices(vector<Vertex> vector_value) {vertices = vector_value;}; void set_edges(vector<Edge> vector_ed_value) {edges = vector_ed_value;}; unsigned int shortest(unsigned int src, unsigned int dis) { vector<Vertex> ver_out; vector<Edge> track; for(unsigned int i = 0; i < edges.size(); ++i) { if((edges[i].get_ver_1().get_id() == vertices[src].get_id()) || (edges[i].get_ver_2().get_id() == vertices[src].get_id())) { track.push_back (edges[i]); edges.erase(edges.begin()+i); } }; for(unsigned int i = 0; i < track.size(); ++i) { if(track[i].get_ver_1().get_id() != vertices[src].get_id()) { track[i].get_ver_1().set_carried((track[i].get_weight()) + track[i].get_ver_2().get_carried()); track[i].get_ver_1().previous_nodes_update(vertices[src].get_id()); } else { track[i].get_ver_2().set_carried((track[i].get_weight()) + track[i].get_ver_1().get_carried()); track[i].get_ver_2().previous_nodes_update(vertices[src].get_id()); } } for(unsigned int i = 0; i < vertices.size(); ++i) if(vertices[i].get_id() == src) vertices.erase(vertices.begin() + i); // removing the sources vertex from the vertices vector ver_out.push_back (vertices[src]); track.clear(); if(vertices[0].get_id() != dis) {src = vertices[0].get_id();} else {src = vertices[1].get_id();} for(unsigned int i = 0; i < vertices.size(); ++i) if((vertices[i].get_carried() < vertices[src].get_carried()) && (vertices[i].get_id() != dis)) src = vertices[i].get_id(); //while(!edges.empty()) for(unsigned int round = 0; round < vertices.size(); ++round) { for(unsigned int k = 0; k < edges.size(); ++k) { if((edges[k].get_ver_1().get_id() == vertices[src].get_id()) || (edges[k].get_ver_2().get_id() == vertices[src].get_id())) { track.push_back (edges[k]); edges.erase(edges.begin()+k); } }; for(unsigned int n = 0; n < track.size(); ++n) if((track[n].get_ver_1().get_id() != vertices[src].get_id()) && (track[n].get_ver_1().get_carried() > (track[n].get_ver_2().get_carried() + track[n].get_weight()))) { track[n].get_ver_1().set_carried((track[n].get_weight()) + track[n].get_ver_2().get_carried()); track[n].get_ver_1().previous_nodes_update(vertices[src].get_id()); } else if(track[n].get_ver_2().get_carried() > (track[n].get_ver_1().get_carried() + track[n].get_weight())) { track[n].get_ver_2().set_carried((track[n].get_weight()) + track[n].get_ver_1().get_carried()); track[n].get_ver_2().previous_nodes_update(vertices[src].get_id()); } for(unsigned int t = 0; t < vertices.size(); ++t) if(vertices[t].get_id() == src) vertices.erase(vertices.begin() + t); track.clear(); if(vertices[0].get_id() != dis) {src = vertices[0].get_id();} else {src = vertices[1].get_id();} for(unsigned int tt = 0; tt < edges.size(); ++tt) { if(vertices[tt].get_carried() < vertices[src].get_carried()) { src = vertices[tt].get_id(); } } } return vertices[dis].get_carried(); } }; int main() { cout<< "Hello, This is a graph"<< endl; vector<Vertex> vers(5); vers[0].set_id(0); vers[1].set_id(1); vers[2].set_id(2); vers[3].set_id(3); vers[4].set_id(4); vector<Edge> eds(10); eds[0].set_first_vertex(vers[0]); eds[0].set_second_vertex(vers[1]); eds[0].set_weight(5); eds[1].set_first_vertex(vers[0]); eds[1].set_second_vertex(vers[2]); eds[1].set_weight(9); eds[2].set_first_vertex(vers[0]); eds[2].set_second_vertex(vers[3]); eds[2].set_weight(4); eds[3].set_first_vertex(vers[0]); eds[3].set_second_vertex(vers[4]); eds[3].set_weight(6); eds[4].set_first_vertex(vers[1]); eds[4].set_second_vertex(vers[2]); eds[4].set_weight(2); eds[5].set_first_vertex(vers[1]); eds[5].set_second_vertex(vers[3]); eds[5].set_weight(5); eds[6].set_first_vertex(vers[1]); eds[6].set_second_vertex(vers[4]); eds[6].set_weight(7); eds[7].set_first_vertex(vers[2]); eds[7].set_second_vertex(vers[3]); eds[7].set_weight(1); eds[8].set_first_vertex(vers[2]); eds[8].set_second_vertex(vers[4]); eds[8].set_weight(8); eds[9].set_first_vertex(vers[3]); eds[9].set_second_vertex(vers[4]); eds[9].set_weight(3); unsigned int path; Graph graf(vers, eds); path = graf.shortest(2, 4); cout<< path << endl; return 0; }

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  • Why is a small fixed vocabulary seen as an advantage to RESTful services?

    - by Matt Esch
    So, a RESTful service has a fixed set of verbs in its vocabulary. A RESTful web service takes these from the HTTP methods. There are some supposed advantages to defining a fixed vocabulary, but I don't really grasp the point. Maybe someone can explain it. Why is a fixed vocabulary as outlined by REST better than dynamically defining a vocabulary for each state? For example, object oriented programming is a popular paradigm. RPC is described to define fixed interfaces, but I don't know why people assume that RPC is limited by these contraints. We could dynamically specify the interface just as a RESTful service dynamically describes its content structure. REST is supposed to be advantageous in that it can grow without extending the vocabulary. RESTful services grow dynamically by adding more resources. What's so wrong about extending a service by dynamically specifying a per-object vocabulary? Why don't we just use the methods that are defined on our objects as the vocabulary and have our services describe to the client what these methods are and whether or not they have side effects? Essentially I get the feeling that the description of a server side resource structure is equivalent to the definition of a vocabulary, but we are then forced to use the limited vocabulary in which to interact with these resources. Does a fixed vocabulary really decouple the concerns of the client from the concerns of the server? I surely have to be concerned with some configuration of the server, this is normally resource location in RESTful services. To complain at the use of a dynamic vocabulary seems unfair because we have to dynamically reason how to understand this configuration in some way anyway. A RESTful service describes the transitions you are able to make by identifying object structure through hypermedia. I just don't understand what makes a fixed vocabulary any better than any self-describing dynamic vocabulary, which could easily work very well in an RPC-like service. Is this just a poor reasoning for the limiting vocabulary of the HTTP protocol?

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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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  • Code Behaviour via Unit Tests

    - by Dewald Galjaard
    Normal 0 false false false EN-ZA X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Some four months ago my car started acting up. Symptoms included a sputtering as my car’s computer switched between gears intermittently. Imagine building up speed, then when you reach 80km/h the car magically and mysteriously decide to switch back to third or even second gear. Clearly it was confused! I managed to track down a technician, an expert in his field to help me out. As he fitted his handheld computer to some hidden port under the dash, he started to explain “These cars are quite intelligent, you know. When they sense something is wrong they run in a restrictive program which probably account for how you managed to drive here in the first place...”  I was surprised and thought this was certainly going to be an interesting test drive. The car ran smoothly down the first couple of stretches as the technician ran through routine checks. Then he said “Ok, all looking good. We need to start testing aspects of the gearbox. Inside the gearbox there are a couple of sensors. One of them is a speed sensor which talks to the computer, which in turn will decide which gear to switch to. The restrictive program avoid these sensors altogether and allow the computer to obtain its input from other [non-affected] sources”. Then, as soon as he forced the speed sensor to come back online the symptoms and ill behaviour re-emerged... What an incredible analogy for getting into a discussion on unit testing software? Besides I should probably put my ill fortune to some good use, right? This example provide a lot of insight into how and why we should conduct unit tests when writing code. More importantly, it captures what is easily and unfortunately often the most overlooked goal of writing unit tests by those new to the art and those who oppose it alike - The goal of writing unit tests is to test the behaviour of our code under predefined conditions. Although it is very possible to test the intrinsic workings of each and every component in your code, writing several tests for each method in practise will soon prove to be an exhausting and ultimately fruitless exercise given the certain and ever changing nature of business requirements. Consequently it is true and quite possible whilst conducting proper unit tests, to call any single method several times as you examine and contemplate different scenarios. Let’s write some code to demonstrate what I mean. In my example I make use of the Moq framework and NUnit to create my tests. Truly you can use whatever you’re comfortable with. First we’ll create an ISpeedSensor interface. This is to represent the speed sensor located in the gearbox.  Then we’ll create a Gearbox class which we’ll pass to a constructor when we instantiate an object of type Computer. All three are described below.   ISpeedSensor.cs namespace AutomaticVehicle {     public interface ISpeedSensor     {         int ReportCurrentSpeed();     } }   Gearbox.cs namespace AutomaticVehicle {      public class Gearbox     {         private ISpeedSensor _speedSensor;           public Gearbox( ISpeedSensor gearboxSpeedSensor )         {             _speedSensor = gearboxSpeedSensor;         }         /// <summary>         /// This method obtain it's reading from the speed sensor.         /// </summary>         /// <returns></returns>         public int ReportCurrentSpeed()         {             return _speedSensor.ReportCurrentSpeed();         }     } } Computer.cs namespace AutomaticVehicle {     public class Computer     {         private Gearbox _gearbox;         public Computer( Gearbox gearbox )         {                     }          public int GetCurrentSpeed()         {             return _gearbox.ReportCurrentSpeed( );         }     } } Since this post is about Unit testing, that is exactly what we’ll create next. Create a second project in your solution. I called mine AutomaticVehicleTests and I immediately referenced the respective nunit, moq and AutomaticVehicle dll’s. We’re going to write a test to examine what happens inside the Computer class. ComputerTests.cs namespace AutomaticVehicleTests {     [TestFixture]     public class ComputerTests     {         [Test]         public void Computer_Gearbox_SpeedSensor_DoesThrow()         {             // Mock ISpeedSensor in gearbox             Mock< ISpeedSensor > speedSensor = new Mock< ISpeedSensor >( );             speedSensor.Setup( n => n.ReportCurrentSpeed() ).Throws<Exception>();             Gearbox gearbox = new Gearbox( speedSensor.Object );               // Create Computer instance to test it's behaviour  towards an exception in gearbox             Computer carComputer = new Computer( gearbox );             // For simplicity let’s assume for now the car only travels at 60 km/h.             Assert.AreEqual( 60, carComputer.GetCurrentSpeed( ) );          }     } }   What is happening in this test? We have created a mocked object using the ISpeedsensor interface which we've passed to our Gearbox object. Notice that I created the mocked object using an interface, not the implementation. I’ll talk more about this in future posts but in short I do this to accentuate the fact that I'm not not really concerned with how SpeedSensor work internally at this particular point in time. Next I’ve gone ahead and created a scenario where I’ve declared the speed sensor in Gearbox to be faulty by forcing it to throw an exception should we ask Gearbox to report on its current speed. Sneaky, sneaky. This test is a simulation of how things may behave in the real world. Inevitability things break, whether it’s caused by mechanical failure, some logical error on your part or a fellow developer which didn’t consult the documentation (or the lack thereof ) - whether you’re calling a speed sensor, making a call to a database, calling a web service or just trying to write a file to disk. It’s a scenario I’ve created and this test is about how the code within the Computer instance will behave towards any such error as I’ve depicted. Now, if you’ve followed closely in my final assert method you would have noticed I did something quite unexpected. I might be getting ahead of myself now but I’m testing to see if the value returned is equal to what I expect it to be under perfect conditions – I’m not testing to see if an error has been thrown! Why is that? Well, in short this is TDD. Test Driven Development is about first writing your test to define the result we want, then to go back and change the implementation within your class to obtain the desired output (I need to make sure I can drive back to the repair shop. Remember? ) So let’s go ahead and run our test as is. It’s fails miserably... Good! Let’s go back to our Computer class and make a small change to the GetCurrentSpeed method.   Computer.cs public int GetCurrentSpeed() {   try   {     return _gearbox.ReportCurrentSpeed( );   }   catch   {     RunRestrictiveProgram( );   } }     This is a simple solution, I know, but it does provide a way to allow for different behaviour. You’re more than welcome to provide an implementation for RunRestrictiveProgram should you feel the need to. It's not within the scope of this post or related to the point I'm trying to make. What is important is to notice how the focus has shifted in our approach from how things can break - to how things behave when broken.   Happy coding!

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  • RPi and Java Embedded GPIO: Java code to blink more LEDs

    - by hinkmond
    Now, it's time to blink the other GPIO ports with the other LEDs connected to them. This is easy using Java Embedded, since the Java programming language is powerful and flexible. Embedded developers are not used to this, since the C programming language is more popular but less easy to develop in. We just need to use a dynamic Java String array to map to the pinouts of the GPIO port names from the previous diagram posted. This way we can address each "channel" with an index into that String array. static String[] GpioChannels = { "0", "1", "4", "17", "21", "22", "10", "9" }; With this new dynamic array, we can streamline the main() of this Java program to activate all the ports. /** * @param args the command line arguments */ public static void main(String[] args) { FileWriter[] commandChannels; try { /*** Init GPIO port for output ***/ // Open file handles to GPIO port unexport and export controls FileWriter unexportFile = new FileWriter("/sys/class/gpio/unexport"); FileWriter exportFile = new FileWriter("/sys/class/gpio/export"); for (String gpioChannel : GpioChannels) { System.out.println(gpioChannel); // Reset the port unexportFile.write(gpioChannel); unexportFile.flush(); // Set the port for use exportFile.write(gpioChannel); exportFile.flush(); // Open file handle to port input/output control FileWriter directionFile = new FileWriter("/sys/class/gpio/gpio" + gpioChannel + "/direction"); // Set port for output directionFile.write(GPIO_OUT); directionFile.flush(); } And, then simply add array code to where we blink the LED to make it blink all the LEDS on and off at once. /*** Send commands to GPIO port ***/ commandChannels = new FileWriter[GpioChannels.length]; for (int channum=0; channum It's easier than falling off a log... or at least easier than C programming. Hinkmond

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  • Apress "Pro DLR in .NET 4' - ISBN 978-1-430203066-3 - Initial comments

    - by TATWORTH
    The dynamic language runtime (DLR) is a radical development of Dot Net. In some ways it is like the Laser was 40 years, a solution looking for a problem. At the moment the DLR supports languages such as Iron Ruby and Iron Python, together with dynamic extensions for C# and VB.NET. Where DLR will also score is the ability to write your own Dot Net language for specialist areas. So how does this book fare in introducing the DLR? It is a book that will require careful study and perhaps reading several times before fully understanding the subject. You will need to spend time trying out the sample code. So who would I recommend this book to? I recommend it to C# development teams for their library. I recommend it to individuals who not only know C# but have a good history of learning other computer languages. It is not a book that can just be "dipped into", but will require one or more reads from start to finish. This is no reflection on the skill of the author but of the newness of the material.

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