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  • SSAS: Utility to export SQL code from your cube's Data Source View (DSV)

    - by DrJohn
    When you are working on a cube, particularly in a multi-person team, it is sometimes necessary to review what changes that have been done to the SQL queries in the cube's data source view (DSV). This can be a problem as the SQL editor in the DSV is not the best interface to review code. Now of course you can cut and paste the SQL into SSMS, but you have to do each query one-by-one. What is worse your DBA is unlikely to have BIDS installed, so you will have to manually export all the SQL yourself and send him the files. To make it easy to get hold of the SQL in a Data Source View, I developed a C# utility which connects to an OLAP database and uses Analysis Services Management Objects (AMO) to obtain and export all the SQL to a series of files. The added benefit of this approach is that these SQL files can be placed under source code control which means the DBA can easily compare one version with another. The Trick When I came to implement this utility, I quickly found that the AMO API does not give direct access to anything useful about the tables in the data source view. Iterating through the DSVs and tables is easy, but getting to the SQL proved to be much harder. My Google searches returned little of value, so I took a look at the idea of using the XmlDom to open the DSV’s XML and obtaining the SQL from that. This is when the breakthrough happened. Inspecting the DSV’s XML I saw the things I was interested in were called TableType DbTableName FriendlyName QueryDefinition Searching Google for FriendlyName returned this page: Programming AMO Fundamental Objects which hinted at the fact that I could use something called ExtendedProperties to obtain these XML attributes. This simplified my code tremendously to make the implementation almost trivial. So here is my code with appropriate comments. The full solution can be downloaded from here: ExportCubeDsvSQL.zip   using System;using System.Data;using System.IO;using Microsoft.AnalysisServices; ... class code removed for clarity// connect to the OLAP server Server olapServer = new Server();olapServer.Connect(config.olapServerName);if (olapServer != null){ // connected to server ok, so obtain reference to the OLAP databaseDatabase olapDatabase = olapServer.Databases.FindByName(config.olapDatabaseName);if (olapDatabase != null){ Console.WriteLine(string.Format("Succesfully connected to '{0}' on '{1}'",   config.olapDatabaseName,   config.olapServerName));// export SQL from each data source view (usually only one, but can be many!)foreach (DataSourceView dsv in olapDatabase.DataSourceViews){ Console.WriteLine(string.Format("Exporting SQL from DSV '{0}'", dsv.Name));// for each table in the DSV, export the SQL in a fileforeach (DataTable dt in dsv.Schema.Tables){ Console.WriteLine(string.Format("Exporting SQL from table '{0}'", dt.TableName)); // get name of the table in the DSV// use the FriendlyName as the user inputs this and therefore has control of itstring queryName = dt.ExtendedProperties["FriendlyName"].ToString().Replace(" ", "_");string sqlFilePath = Path.Combine(targetDir.FullName, queryName + ".sql"); // delete the sql file if it exists... file deletion code removed for clarity// write out the SQL to a fileif (dt.ExtendedProperties["TableType"].ToString() == "View"){ File.WriteAllText(sqlFilePath, dt.ExtendedProperties["QueryDefinition"].ToString());}if (dt.ExtendedProperties["TableType"].ToString() == "Table"){ File.WriteAllText(sqlFilePath, dt.ExtendedProperties["DbTableName"].ToString()); } } } Console.WriteLine(string.Format("Successfully written out SQL scripts to '{0}'", targetDir.FullName)); } }   Of course, if you are following industry best practice, you should be basing your cube on a series of views. This will mean that this utility will be of limited practical value unless of course you are inheriting a project and want to check if someone did the implementation correctly.

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  • WPF: Running code when Window rendering is completed

    - by Ilya Verbitskiy
    WPF is full of surprises. It makes complicated tasks easier, but at the same time overcomplicates easy  task as well. A good example of such overcomplicated things is how to run code when you’re sure that window rendering is completed. Window Loaded event does not always work, because controls might be still rendered. I had this issue working with Infragistics XamDockManager. It continued rendering widgets even when the Window Loaded event had been raised. Unfortunately there is not any “official” solution for this problem. But there is a trick. You can execute your code asynchronously using Dispatcher class.   Dispatcher.BeginInvoke(new Action(() => Trace.WriteLine("DONE!", "Rendering")), DispatcherPriority.ContextIdle, null);   This code should be added to your Window Loaded event handler. It is executed when all controls inside your window are rendered. I created a small application to prove this idea. The application has one window with a few buttons. Each button logs when it has changed its actual size. It also logs when Window Loaded event is raised, and, finally, when rendering is completed. Window’s layout is straightforward.   1: <Window x:Class="OnRendered.MainWindow" 2: xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" 3: xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" 4: Title="Run the code when window rendering is completed." Height="350" Width="525" 5: Loaded="OnWindowLoaded"> 6: <Window.Resources> 7: <Style TargetType="{x:Type Button}"> 8: <Setter Property="Padding" Value="7" /> 9: <Setter Property="Margin" Value="5" /> 10: <Setter Property="HorizontalAlignment" Value="Center" /> 11: <Setter Property="VerticalAlignment" Value="Center" /> 12: </Style> 13: </Window.Resources> 14: <StackPanel> 15: <Button x:Name="Button1" Content="Button 1" SizeChanged="OnSizeChanged" /> 16: <Button x:Name="Button2" Content="Button 2" SizeChanged="OnSizeChanged" /> 17: <Button x:Name="Button3" Content="Button 3" SizeChanged="OnSizeChanged" /> 18: <Button x:Name="Button4" Content="Button 4" SizeChanged="OnSizeChanged" /> 19: <Button x:Name="Button5" Content="Button 5" SizeChanged="OnSizeChanged" /> 20: </StackPanel> 21: </Window>   SizeChanged event handler simply traces that the event has happened.   1: private void OnSizeChanged(object sender, SizeChangedEventArgs e) 2: { 3: Button button = (Button)sender; 4: Trace.WriteLine("Size has been changed", button.Name); 5: }   Window Loaded event handler is slightly more interesting. First it scheduler the code to be executed using Dispatcher class, and then logs the event.   1: private void OnWindowLoaded(object sender, RoutedEventArgs e) 2: { 3: Dispatcher.BeginInvoke(new Action(() => Trace.WriteLine("DONE!", "Rendering")), DispatcherPriority.ContextIdle, null); 4: Trace.WriteLine("Loaded", "Window"); 5: }   As the result I had seen these trace messages.   1: Button5: Size has been changed 2: Button4: Size has been changed 3: Button3: Size has been changed 4: Button2: Size has been changed 5: Button1: Size has been changed 6: Window: Loaded 7: Rendering: DONE!   You can find the solution in GitHub.

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  • Wikipedia A* pathfinding algorithm takes a lot of time

    - by Vee
    I've successfully implemented A* pathfinding in C# but it is very slow, and I don't understand why. I even tried not sorting the openNodes list but it's still the same. The map is 80x80, and there are 10-11 nodes. I took the pseudocode from here Wikipedia And this is my implementation: public static List<PGNode> Pathfind(PGMap mMap, PGNode mStart, PGNode mEnd) { mMap.ClearNodes(); mMap.GetTile(mStart.X, mStart.Y).Value = 0; mMap.GetTile(mEnd.X, mEnd.Y).Value = 0; List<PGNode> openNodes = new List<PGNode>(); List<PGNode> closedNodes = new List<PGNode>(); List<PGNode> solutionNodes = new List<PGNode>(); mStart.G = 0; mStart.H = GetManhattanHeuristic(mStart, mEnd); solutionNodes.Add(mStart); solutionNodes.Add(mEnd); openNodes.Add(mStart); // 1) Add the starting square (or node) to the open list. while (openNodes.Count > 0) // 2) Repeat the following: { openNodes.Sort((p1, p2) => p1.F.CompareTo(p2.F)); PGNode current = openNodes[0]; // a) We refer to this as the current square.) if (current == mEnd) { while (current != null) { solutionNodes.Add(current); current = current.Parent; } return solutionNodes; } openNodes.Remove(current); closedNodes.Add(current); // b) Switch it to the closed list. List<PGNode> neighborNodes = current.GetNeighborNodes(); double cost = 0; bool isCostBetter = false; for (int i = 0; i < neighborNodes.Count; i++) { PGNode neighbor = neighborNodes[i]; cost = current.G + 10; isCostBetter = false; if (neighbor.Passable == false || closedNodes.Contains(neighbor)) continue; // If it is not walkable or if it is on the closed list, ignore it. if (openNodes.Contains(neighbor) == false) { openNodes.Add(neighbor); // If it isn’t on the open list, add it to the open list. isCostBetter = true; } else if (cost < neighbor.G) { isCostBetter = true; } if (isCostBetter) { neighbor.Parent = current; // Make the current square the parent of this square. neighbor.G = cost; neighbor.H = GetManhattanHeuristic(current, neighbor); } } } return null; } Here's the heuristic I'm using: private static double GetManhattanHeuristic(PGNode mStart, PGNode mEnd) { return Math.Abs(mStart.X - mEnd.X) + Math.Abs(mStart.Y - mEnd.Y); } What am I doing wrong? It's an entire day I keep looking at the same code.

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  • Simple MVVM Walkthrough – Refactored

    - by Sean Feldman
    JR has put together a good introduction post into MVVM pattern. I love kick start examples that serve the purpose well. And even more than that I love examples that also can pass the real world projects check. So I took the sample code and refactored it slightly for a few aspects that a lot of developers might raise a brow. Michael has mentioned model (entity) visibility from view. I agree on that. A few other items that don’t settle are using property names as string (magical strings) and Saver class internal casting of a parameter (custom code for each Saver command). Fixing a property names usage is a straight forward exercise – leverage expressions. Something simple like this would do the initial job: class PropertyOf<T> { public static string Resolve(Expression<Func<T, object>> expression) { var member = expression.Body as MemberExpression; return member.Member.Name; } } With this, refactoring of properties names becomes an easy task, with confidence that an old property name string will not get left behind. An updated Invoice would look like this: public class Invoice : INotifyPropertyChanged { private int id; private string receiver; public event PropertyChangedEventHandler PropertyChanged; private void OnPropertyChanged(string propertyName) { if (PropertyChanged != null) { PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); } } public int Id { get { return id; } set { if (id != value) { id = value; OnPropertyChanged(PropertyOf<Invoice>.Resolve(x => x.Id)); } } } public string Receiver { get { return receiver; } set { receiver = value; OnPropertyChanged(PropertyOf<Invoice>.Resolve(x => x.Receiver)); } } } For the saver, I decided to change it a little so now it becomes a “view-model agnostic” command, one that can be used for multiple commands/view-models. Updated Saver code now accepts an action at construction time and executes that action. No more black magic internal class Command : ICommand { private readonly Action executeAction; public Command(Action executeAction) { this.executeAction = executeAction; } public bool CanExecute(object parameter) { return true; } public event EventHandler CanExecuteChanged; public void Execute(object parameter) { // no more black magic executeAction(); } } Change in InvoiceViewModel is instantiation of Saver command and execution action for the specific command. public ICommand SaveCommand { get { if (saveCommand == null) saveCommand = new Command(ExecuteAction); return saveCommand; } set { saveCommand = value; } } private void ExecuteAction() { DisplayMessage = string.Format("Thanks for creating invoice: {0} {1}", Invoice.Id, Invoice.Receiver); } This way internal knowledge of InvoiceViewModel remains in InvoiceViewModel and Command (ex-Saver) is view-model agnostic. Now the sample is not only a good introduction, but also has some practicality in it. My 5 cents on the subject. Sample code MvvmSimple2.zip

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  • Game Object Factory: Fixing Memory Leaks

    - by Bunkai.Satori
    Dear all, this is going to be tough: I have created a game object factory that generates objects of my wish. However, I get memory leaks which I can not fix. Memory leaks are generated by return new Object(); in the bottom part of the code sample. static BaseObject * CreateObjectFunc() { return new Object(); } How and where to delete the pointers? I wrote bool ReleaseClassType(). Despite the factory works well, ReleaseClassType() does not fix memory leaks. bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } Before taking a look at the code below, let me help you in that my CGameObjectFactory creates pointers to functions creating particular object type. The pointers are stored within vFactories vector container. I have chosen this way because I parse an object map file. I have object type IDs (integer values) which I need to translate them into real objects. Because I have over 100 different object data types, I wished to avoid continuously traversing very long Switch() statement. Therefore, to create an object, I call vFactoriesnEnumObjectTypeID via CGameObjectFactory::create() to call stored function that generates desired object. The position of the appropriate function in the vFactories is identical to the nObjectTypeID, so I can use indexing to access the function. So the question remains, how to proceed with garbage collection and avoid reported memory leaks? #ifndef GAMEOBJECTFACTORY_H_UNIPIXELS #define GAMEOBJECTFACTORY_H_UNIPIXELS //#include "MemoryManager.h" #include <vector> template <typename BaseObject> class CGameObjectFactory { public: // cleanup and release registered object data types bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } // register new object data type template <typename Object> bool RegisterClassType(unsigned int nObjectIDParam ) { if(vFactories.size() < nObjectIDParam) vFactories.resize(nObjectIDParam); vFactories[nObjectIDParam] = &CreateObjectFunc<Object>; return true; } // create new object by calling the pointer to the appropriate type function BaseObject* create(unsigned int nObjectIDParam) const { return vFactories[nObjectIDParam](); } // resize the vector array containing pointers to function calls bool resize(unsigned int nSizeParam) { vFactories.resize(nSizeParam); return true; } private: //DECLARE_HEAP; template <typename Object> static BaseObject * CreateObjectFunc() { return new Object(); } typedef BaseObject*(*factory)(); std::vector<factory> vFactories; }; //DEFINE_HEAP_T(CGameObjectFactory, "Game Object Factory"); #endif // GAMEOBJECTFACTORY_H_UNIPIXELS

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  • C++ OpenGL wireframe cube rendering blank

    - by caleb.breckon
    I'm just trying to draw a bunch of lines that make up a "cube". I can't for the life of me figure out why this is producing a black screen. The debugger does not break at any point. I'm sure it's a problem with my pointers, as I'm only decent at them in regular c++ and in OpenGL it gets even worse. const char* vertexSource = "#version 150\n" "in vec3 position;" "void main() {" " gl_Position = vec4(position, 1.0);" "}"; const char* fragmentSource = "#version 150\n" "out vec4 outColor;" "void main() {" " outColor = vec4(1.0, 1.0, 1.0, 1.0);" "}"; int main() { initializeGLFW(); // Initialize GLEW glewExperimental = GL_TRUE; glewInit(); // Create Vertex Array Object GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); // Create a Vertex Buffer Object and copy the vertex data to it GLuint vbo; glGenBuffers( 1, &vbo ); float vertices[] = { 1.0f, 1.0f, 1.0f, // Vertex 0 (X, Y, Z) -1.0f, 1.0f, 1.0f, // Vertex 1 (X, Y, Z) -1.0f, -1.0f, 1.0f, // Vertex 2 (X, Y, Z) 1.0f, -1.0f, 1.0f, // Vertex 3 (X, Y, Z) 1.0f, 1.0f, -1.0f, // Vertex 4 (X, Y, Z) -1.0f, 1.0f, -1.0f, // Vertex 5 (X, Y, Z) -1.0f, -1.0f, -1.0f, // Vertex 6 (X, Y, Z) 1.0f, -1.0f, -1.0f // Vertex 7 (X, Y, Z) }; GLuint indices[] = { 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 }; glBindBuffer( GL_ARRAY_BUFFER, vbo ); glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), vertices, GL_STATIC_DRAW ); //glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vbo); //glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( indices ), indices, GL_STATIC_DRAW ); // Create and compile the vertex shader GLuint vertexShader = glCreateShader( GL_VERTEX_SHADER ); glShaderSource( vertexShader, 1, &vertexSource, NULL ); glCompileShader( vertexShader ); // Create and compile the fragment shader GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER ); glShaderSource( fragmentShader, 1, &fragmentSource, NULL ); glCompileShader( fragmentShader ); // Link the vertex and fragment shader into a shader program GLuint shaderProgram = glCreateProgram(); glAttachShader( shaderProgram, vertexShader ); glAttachShader( shaderProgram, fragmentShader ); glBindFragDataLocation( shaderProgram, 0, "outColor" ); glLinkProgram (shaderProgram); glUseProgram( shaderProgram); // Specify the layout of the vertex data GLint posAttrib = glGetAttribLocation( shaderProgram, "position" ); glEnableVertexAttribArray( posAttrib ); glVertexAttribPointer( posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0 ); // Main loop while(glfwGetWindowParam(GLFW_OPENED)) { // Clear the screen to black glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT ); // Draw lines from 2 vertices glDrawElements(GL_LINES, sizeof(indices), GL_UNSIGNED_INT, indices ); // Swap buffers glfwSwapBuffers(); } // Clean up glDeleteProgram( shaderProgram ); glDeleteShader( fragmentShader ); glDeleteShader( vertexShader ); //glDeleteBuffers( 1, &ebo ); glDeleteBuffers( 1, &vbo ); glDeleteVertexArrays( 1, &vao ); glfwTerminate(); exit( EXIT_SUCCESS ); }

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  • A more elegant way of embedding a SOAP security header in Silverlight 4

    - by Your DisplayName here!
    The current situation with Silverlight is, that there is no support for the WCF federation binding. This means that all security token related interactions have to be done manually. Requesting the token from an STS is not really the bad part, sending it along with outgoing SOAP messages is what’s a little annoying. So far you had to wrap all calls on the channel in an OperationContextScope wrapping an IContextChannel. This “programming model” was a little disruptive (in addition to all the async stuff that you are forced to do). It seems that starting with SL4 there is more support for traditional WCF extensibility points – especially IEndpointBehavior, IClientMessageInspector. I never read somewhere that these are new features in SL4 – but I am pretty sure they did not exist in SL3. With the above mentioned interfaces at my disposal, I thought I have another go at embedding a security header – and yeah – I managed to make the code much prettier (and much less bizarre). Here’s the code for the behavior/inspector: public class IssuedTokenHeaderInspector : IClientMessageInspector {     RequestSecurityTokenResponse _rstr;       public IssuedTokenHeaderInspector(RequestSecurityTokenResponse rstr)     {         _rstr = rstr;     }       public void AfterReceiveReply(ref Message reply, object correlationState)     { }       public object BeforeSendRequest(ref Message request, IClientChannel channel)     {         request.Headers.Add(new IssuedTokenHeader(_rstr));                  return null;     } }   public class IssuedTokenHeaderBehavior : IEndpointBehavior {     RequestSecurityTokenResponse _rstr;       public IssuedTokenHeaderBehavior(RequestSecurityTokenResponse rstr)     {         if (rstr == null)         {             throw new ArgumentNullException();         }           _rstr = rstr;     }       public void ApplyClientBehavior(       ServiceEndpoint endpoint, ClientRuntime clientRuntime)     {         clientRuntime.MessageInspectors.Add(new IssuedTokenHeaderInspector(_rstr));     }       // rest omitted } This allows to set up a proxy with an issued token header and you don’t have to worry anymore with embedding the header manually with every call: var client = GetWSTrustClient();   var rst = new RequestSecurityToken(WSTrust13Constants.KeyTypes.Symmetric) {     AppliesTo = new EndpointAddress("https://rp/") };   client.IssueCompleted += (s, args) => {     _proxy = new StarterServiceContractClient();     _proxy.Endpoint.Behaviors.Add(new IssuedTokenHeaderBehavior(args.Result));   };   client.IssueAsync(rst); Since SL4 also support the IExtension<T> interface, you can also combine this with Nicholas Allen’s AutoHeaderExtension.

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  • How to Draw Lines on the Screen

    - by Geertjan
    I've seen occasional questions on mailing lists about how to use the NetBeans Visual Library to draw lines, e.g., to make graphs or diagrams of various kinds by drawing on the screen. So, rather than drag/drop causing widgets to be added, you'd want widgets to be added on mouse clicks, and you'd want to be able to connect those widgets together somehow. Via the code below, you'll be able to click on the screen, which causes a dot to appear. When you have multiple dots, you can hold down the Ctrl key and connect them together. A guiding line appears to help you position the dots exactly in line with each other. When you go to File | Print, you'll be able to preview and print the diagram you've created. A picture that speaks 1000 words: Here's the code: public final class PlotterTopComponent extends TopComponent { private final Scene scene; private final LayerWidget baseLayer; private final LayerWidget connectionLayer; private final LayerWidget interactionLayer; public PlotterTopComponent() { initComponents(); setName(Bundle.CTL_PlotterTopComponent()); setToolTipText(Bundle.HINT_PlotterTopComponent()); setLayout(new BorderLayout()); this.scene = new Scene(); this.baseLayer = new LayerWidget(scene); this.interactionLayer = new LayerWidget(scene); this.connectionLayer = new LayerWidget(scene); scene.getActions().addAction(new SceneCreateAction()); scene.addChild(baseLayer); scene.addChild(interactionLayer); scene.addChild(connectionLayer); add(scene.createView(), BorderLayout.CENTER); putClientProperty("print.printable", true); } private class SceneCreateAction extends WidgetAction.Adapter { @Override public WidgetAction.State mousePressed(Widget widget, WidgetAction.WidgetMouseEvent event) { if (event.getClickCount() == 1) { if (event.getButton() == MouseEvent.BUTTON1 || event.getButton() == MouseEvent.BUTTON2) { baseLayer.addChild(new BlackDotWidget(scene, widget, event)); repaint(); return WidgetAction.State.CONSUMED; } } return WidgetAction.State.REJECTED; } } private class BlackDotWidget extends ImageWidget { public BlackDotWidget(Scene scene, Widget widget, WidgetAction.WidgetMouseEvent event) { super(scene); setImage(ImageUtilities.loadImage("org/netbeans/plotter/blackdot.gif")); setPreferredLocation(widget.convertLocalToScene(event.getPoint())); getActions().addAction( ActionFactory.createExtendedConnectAction( connectionLayer, new BlackDotConnectProvider())); getActions().addAction( ActionFactory.createAlignWithMoveAction( baseLayer, interactionLayer, ActionFactory.createDefaultAlignWithMoveDecorator())); } } private class BlackDotConnectProvider implements ConnectProvider { @Override public boolean isSourceWidget(Widget source) { return source instanceof BlackDotWidget && source != null ? true : false; } @Override public ConnectorState isTargetWidget(Widget src, Widget trg) { return src != trg && trg instanceof BlackDotWidget ? ConnectorState.ACCEPT : ConnectorState.REJECT; } @Override public boolean hasCustomTargetWidgetResolver(Scene arg0) { return false; } @Override public Widget resolveTargetWidget(Scene arg0, Point arg1) { return null; } @Override public void createConnection(Widget source, Widget target) { ConnectionWidget conn = new ConnectionWidget(scene); conn.setTargetAnchor(AnchorFactory.createCircularAnchor(target, 10)); conn.setSourceAnchor(AnchorFactory.createCircularAnchor(source, 10)); connectionLayer.addChild(conn); } } ... ... ... Note: The code above was written based on the Visual Library tutorials on the NetBeans Platform Learning Trail, in particular via the "ConnectScene" sample in the "test.connect" package, which is part of the very long list of Visual Library samples referred to in the Visual Library tutorials on the NetBeans Platform Learning Trail. The next steps are to add a reconnect action and an action to delete a dot by double-clicking on it. Would be interesting to change the connecting line so that the length of the line were to be shown, i.e., as you draw a line from one dot to another, you'd see a constantly changing number representing the current distance of the connecting line. Also, once lines are connected to form a rectangle, would be cool to be able to write something within that rectangle. Then one could really create diagrams, which would be pretty cool.

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  • Can't remove JPanel from JFrame while adding new class into it

    - by A.K.
    Basically, I have my Frame class, which instantiates all the properties for the JFrame, and draws a JLabel with an image (my title screen). Then I made a separate JPanel with a start button on it, and made a mouse listener that will allow me to remove these objects while adding in a new Board() class (Which paints the main game). *Note: The JLabel is SEPARATE from the JPanel, but it still gets moved to the side by it. Problem: Whenever I click the button though, it only shows a little square of what I presume is my board class trying to run. Code below for the Frame Class: package OurPackage; //Made By A.K. 5/24/12 //Contains Frame. import java.awt.BorderLayout; import java.awt.Color; import java.awt.Container; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridBagLayout; import java.awt.GridLayout; import java.awt.Image; import java.awt.Rectangle; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.*; import javax.swing.plaf.basic.BasicOptionPaneUI.ButtonActionListener; public class Frame implements MouseListener { public static boolean StartGame = false; ImageIcon img = new ImageIcon(getClass().getResource("/Images/ActionJackTitle.png")); ImageIcon StartImg = new ImageIcon(getClass().getResource("/Images/JackStart.png")); public Image Title; JLabel TitleL = new JLabel(img); public JPanel panel = new JPanel(); JButton StartB = new JButton(StartImg); JFrame frm = new JFrame("Action-Packed Jack"); public Frame() { TitleL.setPreferredSize(new Dimension(1200, 420)); frm.add(TitleL); frm.setLayout(new GridBagLayout()); frm.add(panel); panel.setSize(new Dimension(220, 45)); panel.setLayout(new GridBagLayout ()); panel.add(StartB); StartB.addMouseListener(this); StartB.setPreferredSize(new Dimension(220, 45)); frm.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frm.setSize(1200, 420); frm.setVisible(true); frm.setResizable(false); frm.setLocationRelativeTo(null); } public static void main(String[] args) { new Frame(); } public void mouseClicked(MouseEvent e) { StartB.setContentAreaFilled(false); panel.remove(StartB); frm.remove(panel); frm.remove(TitleL); //frm.setLayout(null); frm.add(new Board()); //Add Game "Tiles" Or Content. x = 1200 frm.validate(); System.out.println("Hit!"); } @Override public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } }

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  • Scenarios for Throwing Exceptions

    - by Joe Mayo
    I recently came across a situation where someone had an opinion that differed from mine of when an exception should be thrown. This particular case was an issue opened on LINQ to Twitter for an Exception on EndSession.  The premise of the issue was that the poster didn’t feel an exception should be raised, regardless of authentication status.  As first, this sounded like a valid point.  However, I went back to review my code and decided not to make any changes. Here's my rationale: 1. The exception doesn’t occur if the user is authenticated when EndAccountSession is called. 2. The exception does occur if the user is not authenticated when EndAccountSession is called. 3. The exception represents the fact that EndAccountSession is not able to fulfill its intended purpose - to end the session.  If a session never existed, then it would not be possible to perform the requested action.  Therefore, an exception is appropriate. To help illustrate how to handle this situation, I've modified the following code in Program.cs in the LinqToTwitterDemo project to illustrate the situation: static void EndSession(ITwitterAuthorizer auth) { using (var twitterCtx = new TwitterContext(auth, "https://api.twitter.com/1/", "https://search.twitter.com/")) { try { //Log twitterCtx.Log = Console.Out; var status = twitterCtx.EndAccountSession(); Console.WriteLine("Request: {0}, Error: {1}" , status.Request , status.Error); } catch (TwitterQueryException tqe) { var webEx = tqe.InnerException as WebException; if (webEx != null) { var webResp = webEx.Response as HttpWebResponse; if (webResp != null && webResp.StatusCode == HttpStatusCode.Unauthorized) Console.WriteLine("Twitter didn't recognize you as having been logged in. Therefore, your request to end session is illogical.\n"); } var status = tqe.Response; Console.WriteLine("Request: {0}, Error: {1}" , status.Request , status.Error); } } } As expected, LINQ to Twitter wraps the exception in a TwitterQueryException as the InnerException.  The TwitterQueryException serves a very useful purpose through it's Response property.  Notice in the example above that the response has Request and Error proprieties.  These properties correspond to the information that Twitter returns as part of it's response payload.  This is often useful while debugging to help you understand why Twitter was unable to perform the  requested action.  Other times, it's cryptic, but that's another story.  At least you have some way of knowing in your code how to anticipate and handle these situations, along with having extra information to debug with. To sum things up, there are two points to make: when and why an exception should be raised and when to wrap and re-throw an exception in a custom exception type. I felt it was necessary to allow the exception to be raised because the called method was unable to perform the task it was designed for.  I also felt that it is inappropriate for a general library to do anything with exceptions because that could potentially hide a problem from the caller.  A related point is that it should be the exclusive decision of the application that uses the library on what to do with an exception.  Another aspect of this situation is that I wrapped the exception in a custom exception and re-threw.  This is a tough call because I don’t want to hide any stack trace information.  However, the need to make the exception more meaningful by including vital information returned from Twitter swayed me in the direction to design an interface that was as helpful as possible to library consumers.  As shown in the code above, you can dig into the exception and pull out a lot of good information, such as the fact that the underlying HTTP response was a 401 Unauthorized.  In all, trade-offs are seldom perfect for all cases, but combining the fact that the method was unable to perform its intended function, this is a library, and the extra information can be more helpful, it seemed to be the better design. @JoeMayo

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  • Syntax of passing lambda

    - by Astara
    Right now, I'm working on refactoring a program that calls its parts by polling to a more event-driven structure. I've created sched and task classes with the sced to become a base class of the current main loop. The tasks will be created for each meter so they can be called off of that instead of polling. Each of the events main calls are a type of meter that gather info and display it. When the program is coming up, all enabled meters get 'constructed' by a main-sub. In that sub, I want to store off the "this" pointer associated with the meter, as well as the common name for the "action routine. void MeterMaker::Meter_n_Task (Meter * newmeter,) { push(newmeter); // handle non-timed draw events Task t = new Task(now() + 0.5L); t.period={0,1U}; t.work_meter = newmeter; t.work = [&newmeter](){newmeter.checkevent();};<<--attempt at lambda t.flags = T_Repeat; t.enable_task(); _xos->sched_insert(t); } A sample call to it: Meter_n_Task(new CPUMeter(_xos, "CPU ")); 've made the scheduler a base class of the main routine (that handles the loop), and I've tried serveral variations to get the task class to be a base of the meter class, but keep running into roadblocks. It's alot like "whack-a-mole" -- pound in something to fix something one place, and then a new probl pops out elsewhere. Part of the problem, is that the sched.h file that is trying to hold the Task Q, includes the Task header file. The task file Wants to refer to the most "base", Meter class. The meter class pulls in the main class of the parent as it passes a copy of the parent to the children so they can access the draw routines in the parent. Two references in the task file are for the 'this' pointer of the meter and the meter's update sub (to be called via this). void *this_data= NULL; void (*this_func)() = NULL; Note -- I didn't really want to store these in the class, as I wanted to use a lamdba in that meter&task routine above to store a routine+context to be used to call the meter's action routine. Couldn't figure out the syntax. But am running into other syntax problems trying to store the pointers...such as g++: COMPILE lsched.cc In file included from meter.h:13:0, from ltask.h:17, from lsched.h:13, from lsched.cc:13: xosview.h:30:47: error: expected class-name before ‘{’ token class XOSView : public XWin, public Scheduler { Like above where it asks for a class, where the classname "Scheduler" is. !?!? Huh? That IS a class name. I keep going in circles with things that don't make sense... Ideally I'd get the lamba to work right in the Meter_n_Task routine at the top. I wanted to only store 1 pointer in the 'Task' class that was a pointer to my lambda that would have already captured the "this" value ... but couldn't get that syntax to work at all when I tried to start it into a var in the 'Task' class. This project, FWIW, is my teething project on the new C++... (of course it's simple!.. ;-))... I've made quite a bit of progress in other areas in the code, but this lambda syntax has me stumped...its at times like thse that I appreciate the ease of this type of operation in perl. Sigh. Not sure the best way to ask for help here, as this isn't a simple question. But thought I'd try!... ;-) Too bad I can't attach files to this Q.

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  • How to define template directives (from an API perspective)?

    - by Ralph
    Preface I'm writing a template language (don't bother trying to talk me out of it), and in it, there are two kinds of user-extensible nodes. TemplateTags and TemplateDirectives. A TemplateTag closely relates to an HTML tag -- it might look something like div(class="green") { "content" } And it'll be rendered as <div class="green">content</div> i.e., it takes a bunch of attributes, plus some content, and spits out some HTML. TemplateDirectives are a little more complicated. They can be things like for loops, ifs, includes, and other such things. They look a lot like a TemplateTag, but they need to be processed differently. For example, @for($i in $items) { div(class="green") { $i } } Would loop over $items and output the content with the variable $i substituted in each time. So.... I'm trying to decide on a way to define these directives now. Template Tags The TemplateTags are pretty easy to write. They look something like this: [TemplateTag] static string div(string content = null, object attrs = null) { return HtmlTag("div", content, attrs); } Where content gets the stuff between the curly braces (pre-rendered if there are variables in it and such), and attrs is either a Dictionary<string,object> of attributes, or an anonymous type used like a dictionary. It just returns the HTML which gets plunked into its place. Simple! You can write tags in basically 1 line. Template Directives The way I've defined them now looks like this: [TemplateDirective] static string @for(string @params, string content) { var tokens = Regex.Split(@params, @"\sin\s").Select(s => s.Trim()).ToArray(); string itemName = tokens[0].Substring(1); string enumName = tokens[1].Substring(1); var enumerable = data[enumName] as IEnumerable; var sb = new StringBuilder(); var template = new Template(content); foreach (var item in enumerable) { var templateVars = new Dictionary<string, object>(data) { { itemName, item } }; sb.Append(template.Render(templateVars)); } return sb.ToString(); } (Working example). Basically, the stuff between the ( and ) is not split into arguments automatically (like the template tags do), and the content isn't pre-rendered either. The reason it isn't pre-rendered is because you might want to add or remove some template variables or something first. In this case, we add the $i variable to the template variables, var templateVars = new Dictionary<string, object>(data) { { itemName, item } }; And then render the content manually, sb.Append(template.Render(templateVars)); Question I'm wondering if this is the best approach to defining custom Template Directives. I want to make it as easy as possible. What if the user doesn't know how to render templates, or doesn't know that he's supposed to? Maybe I should pass in a Template instance pre-filled with the content instead? Or maybe only let him tamper w/ the template variables, and then automatically render the content at the end? OTOH, for things like "if" if the condition fails, then the template wouldn't need to be rendered at all. So there's a lot of flexibility I need to allow in here. Thoughts?

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  • jrunscript as a cross platform scripting environment

    - by user12798506
    ?????????????????????????????????????????????????????????sh????????????UNIX???????????????????sh???????????????????????????????????????????Windows????????????????? sh??????????????find?grep?sed?awk???Windows??????????????????????????????????????????????????????????????????????????????????????????????Windows???Cygwin????????????sh??????Windows??????????????Cygwin????????????????????????????????????????????JDK?????jrunscript?????JavaScript???????????????????????1?????????jrunscript??????????????????? Windows???UNIX??????????????????????? find?grep?sed?awk?????????sh???????????????Windows Script Host??????? Java????????????? ??????????????????????????????????????????????????????????(?????????????????????????????????????????) ?????????????JDK 6??????????????????????????PC????????????????JDK 6?PC????????????????????????????????????JDK????????????????????????????????????????jrunscript?????????????????????????? ?????jrunscript????JavaScript?????????????????????????????????????????? 1) Windows???UNIX????????????????? ?????????????????????????????????????????JavaScript???mytool.js???????????????????????jrunscript???????????UNIX????sh???????Windows????bat????????????????????? mytool.sh (UNIX?): #!/bin/sh bindir=$(cd $(dirname $0) && pwd) case "`uname`" in CYGWIN*) bindir=`cygpath -w "$bindir"` ;; esac jrunscript "${bindir}/mytool.js" $* mytool.bat (Windows?): @echo off set bindir=%~dp0 jrunscript "%bindir%mytool.js" %* UNIX??sh????????Cygwin???????????????????????????????????????????js??????????????UNIX?Windows??????????????????????????????? 2) jrunscript??cat, cp, find?grep?????? jrunscript???UNIX?????????????????????????????????? jrunscript JavaScript built-in functions ????UNIX??sh?????????????????????UNIX?????????????????????????????????????????src??????????java????????????enum???????java?????????????????????????????????????????????? find('src', '.*.java', function(f) { grep('enum', f); }); ???????UNIX?????????????????????????????????????????????????????????????????????????????????????????cp(from, to)??????????????????????????????????????????UNIX??????????? $ cp -r src/* tmp/ ?????????????????????????????????????????find()???????cp -r????????·?????????????????????? function cpr(fromdir, todir, pattern) { if (pattern == undefined) { pattern = ".*"; } var frdir = pathToFile(fromdir).getCanonicalPath(); find(fromdir, pattern, function(f) { // relative dir of file f from 'fromdir'. var relative = f.getParentFile().getCanonicalPath().substring(frdir.length() + 1); var dstdir = pathToFile(todir + "/" + relative); if (!dstdir.exists()) { // Create the destination dir for file f. mkdirs(dstdir); } // Copy file f to 'dstdir'. cp(f, dstdir + "/" + f.getName()); }); } java?????I/O?API??Windows?????????????"/"??????????????????????????????UNIX?Windows?????????????? ????????????exec(cmd)?????????jar???????????????????????????????????????????? $ jrunscript js> exec("jar xvf example.jar") META-INF/ ?????????????µ???B META-INF/MANIFEST.MF ???W?J???????µ???B com/ ?????????????µ???B com/example/ ?????????????µ???B com/example/Bar.class ???W?J???????µ???B com/example/dummy/ ?????????????µ???B com/example/dummy/dummy.txt ?????o???????µ???B com/example/dummy.properties ?????o???????µ???B com/example/Foo.class ???W?J???????µ???B ???exec()?????????????????????????????????????????????????????????????????Windows????????????I/O??????????????????????????????????BAT????????? errmsg.bat: for /L %%i in (1,1,50) do echo "Error Message count = %%i" 1&2 jrunscript??exec()???????????????18??????????????????????????????????? C:\tmp>jrunscript -e "exec('errmsg.bat')" C:\tmp>for /L %i in (1 1 100) do echo "Error Message count = %i" 1>&2 C:\tmp>echo "Error Message count = 1" 1>&2 : C:\tmp>echo "Error Message count = 18" 1>&2 ? ??? ???????????exec()?????????????????????????????????????????????????????????????????DataInputStream???????????????????????? $ jrunscript js this["exec"].toString() function exec(cmd) { var process = java.lang.Runtime.getRuntime().exec(cmd); var inp = new DataInputStream(process.getInputStream()); var line = null; while ((line = inp.readLine()) != null) { println(line); } process.waitFor(); $exit = process.exitValue(); } ?????????????????????????????????????????????????????exec()???????????????exec()?????????????????????????????exec()??????? function exec(cmd) { var process = java.lang.Runtime.getRuntime().exec(cmd); var stdworker = new java.lang.Runnable( {run: function() { cat(process.getInputStream()); }}); var errworker = new java.lang.Runnable( {run: function() { cat(process.getErrorStream()); }}); new java.lang.Thread(stdworker).start(); new java.lang.Thread(errworker).start(); return proc.waitFor(); } ???????????????????cat()???????????cat()?InputStreamReader?????????????????????????????????????????????????? 3) JavaScript???????????????? JavaScript?Java???????????????????????JavaScript????????????Ruby?Groovy?Scala???????????????????????????????????????????????10MB?????????????????????????????????????JavaScript????????????????????KB?????????????MB?JAR??????????????????????????JRE?JDK?????????????????????????????????????????

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  • DrawIndexedPrimitives overdraws data in previous buffer if called in loop

    - by Daniel Excinsky
    I doubled the question from stackoverflow here, and will delete the opposite of a question that gave me the answer. I have the Draw method in one of my renderers, that loops through the dictionary and gets precollected and preinitialized buffers. When dictionary has only one element, everything is just fine. But with more elements what I get on the screen is only the data from the last buffer (I suppose, not sure) My Draw method: public void Draw(GameTime gameTime) { if (!_areStaticEffectsSet) { // blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas); blockEffect.Parameters["HorizonColor"].SetValue(World.HORIZONCOLOR); blockEffect.Parameters["NightColor"].SetValue(World.NIGHTCOLOR); blockEffect.Parameters["MorningTint"].SetValue(World.MORNINGTINT); blockEffect.Parameters["EveningTint"].SetValue(World.EVENINGTINT); blockEffect.Parameters["SunColor"].SetValue(World.SUNCOLOR); _areStaticEffectsSet = true; } blockEffect.Parameters["World"].SetValue(Matrix.Identity); blockEffect.Parameters["View"].SetValue(_player.CameraView); blockEffect.Parameters["Projection"].SetValue(_player.CameraProjection); blockEffect.Parameters["CameraPosition"].SetValue(_player.CameraPosition); blockEffect.Parameters["timeOfDay"].SetValue(_world.TimeOfDay); var viewFrustum = new BoundingFrustum(_player.CameraView * _player.CameraProjection); _graphicsDevice.BlendState = BlendState.Opaque; _graphicsDevice.DepthStencilState = DepthStencilState.Default; foreach (KeyValuePair<int, Texture2D> textureAtlas in textureAtlases) { blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas.Value); foreach (EffectPass pass in blockEffect.CurrentTechnique.Passes) { pass.Apply(); //TODO: ?????????? ??????????????? ?? ?????? ?? ??????? ??????? VertexBuffer ? IndexBuffer foreach (Chunk chunk in _world.Chunks.Values) { if (chunk == null || chunk.IsDisposed) { continue; } if (chunk.BoundingBox.Intersects(viewFrustum) && chunk.GetBlockIndexBuffer(textureAtlas.Key) != null) { lock (chunk) { if (chunk.GetBlockIndexBuffer(textureAtlas.Key).IndexCount > 0) { VertexBuffer vertexBuffer = chunk.GetBlockVertexBuffer(textureAtlas.Key); IndexBuffer indexBuffer = chunk.GetBlockIndexBuffer(textureAtlas.Key); //if (chunk.DrawIndex == new Vector3i(0, 0, 0)) //{ //if (textureAtlas.Key == -1) //{ //var varray = new [] //{ //new VertexPositionTextureLight(new Vector3(0,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(0,68,1), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(1,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)) //}; //var iarray = new short[] {0, 1, 2}; //vertexBuffer = new VertexBuffer(_graphicsDevice, typeof(VertexPositionTextureLight), varray.Length, BufferUsage.WriteOnly); //indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, iarray.Length, BufferUsage.WriteOnly); //vertexBuffer.SetData(varray); //indexBuffer.SetData(iarray); } } _graphicsDevice.SetVertexBuffer(vertexBuffer); _graphicsDevice.Indices = indexBuffer; _graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexBuffer.VertexCount, 0, indexBuffer.IndexCount / 3); } } } } } } } Noteworthy things about the code: XNA version is 4.0. I've commented the debugging code in the loop, but left it for it may bring some insight. I try not only to change vertices/indices in the loop, but textureAtlas also. Code in the shader about textureAtlas: Texture TextureAtlas; sampler TextureAtlasSampler = sampler_state { texture = <TextureAtlas>; magfilter = POINT; minfilter = POINT; mipfilter = POINT; AddressU = WRAP; AddressV = WRAP; }; struct VSInput { float4 Position : POSITION0; float2 TexCoords1 : TEXCOORD0; float SunLight : COLOR0; float3 LocalLight : COLOR1; float3 Normal : NORMAL0; }; VertexPositionTextureLight is my own realization of IVertexType. So, do anybody know about this problem, or see the wrongness in my code (that's far more likely)?

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  • How to automate a monitoring system for ETL runs

    - by Jeffrey McDaniel
    Upon completion of the Primavera ETL process there are a few ways to determine if the process finished successfully.  First, in the <installation directory>\log folder,  there is a staretlprocess.log and staretl.html files. These files will give the output results of the ETL run. The staretl.html file will give a detailed summary of each step of the process, its run time, and its status. The .log file, based on the logging level set in the Configuration tool, can give extensive information about the ETL process. The log file can be used as a validation for process completion.  To automate the monitoring of these log files, perform the following steps: 1. Write a custom application to parse through the log file and search for [ERROR] . In most cases,  a major [ERROR] could cause the ETL process to fail. Searching the log and finding this value is worthy of an alert. 2. Determine the total number of steps in the ETL process, and validate that the log file recorded and entry for the final step.  For example validate that your log file contains an entry for Step 39/39 (could be different based on the version you are running). If there is no Step 39/39, then either the process is taking longer than expected or it didn't make it to the end.  Either way this would be a good cause for an alert. 3. Check the last line in the log file. The last line of the log file should contain an indication that the ETL run completed successfully. For example, the last line of a log file will say (results could be different based on Reporting Database versions):   [INFO] (Message) Finished Writing Report 4. You could write an Ant script to execute the ETL process and have it set to - failonerror="true" - and from there send results to an external tool to monitor the jobs, send to email, or send to database. With each ETL run, the log file appends to the existing log file by default. Because of this behavior, I would recommend renaming the existing log files before running a new ETL process. By doing this,  only log entries for the currently running ETL process is recorded in the new log files. Based on these log entries, alerts can be setup to notify the administrator or DBA. Another way to determine if the ETL process has completed successfully is to monitor the etl_processmaster table.  Depending on the Reporting Database version this could be in the Stage or Star databases. As of Reporting Database 2.2 and higher this would be in the Star database.  The etl_processmaster table records entries for the ETL run along with a Start and Finish time.  If the ETl process has failed the Finish date should be null. This table can be queried at a time when ETL process is expected to be finished and if null send an alert.  These are just some options. There are additional ways this can be accomplished based around these two areas - log files or database. Here is an additional query to gather more information about your ETL run (connect as Staruser): SELECT SYSDATE,test_script,decode(loc, 0, PROCESSNAME, trim(SUBSTR(PROCESSNAME, loc+1))) PROCESSNAME ,duration duration from ( select (e.endtime - b.starttime) * 1440 duration, to_char(b.starttime, 'hh24:mi:ss') starttime, to_char(e.endtime, 'hh24:mi:ss') endtime,  b.PROCESSNAME, instr(b.PROCESSNAME, ']') loc, b.infotype test_script from ( select processid, infodate starttime, PROCESSNAME, INFOMSG, INFOTYPE from etl_processinfo  where processid = (select max(PROCESSID) from etl_processinfo) and infotype = 'BEGIN' ) b  inner Join ( select processid, infodate endtime, PROCESSNAME, INFOMSG, INFOTYPE from etl_processinfo  where processid = (select max(PROCESSID) from etl_processinfo) and infotype = 'END' ) e on b.processid = e.processid  and b.PROCESSNAME = e.PROCESSNAME order by b.starttime)

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  • Help Me Help You Fix That

    - by BuckWoody
    If you've been redirected here because you posted on a forum, or asked a question in an e-mail, the person wanted you to know how to get help quickly from a group of folks who are willing to do so - but whose time is valuable. You need to put a little effort into the question first to get others to assist. This is how to do that. It will only take you a moment to read... 1. State the problem succinctly in the title When an e-mail thread starts, or a forum post is the "head" of the conversation, you'll attract more helpers by using a descriptive headline than a vague one. This: "Driver for Epson Line Printer Not Installing on Operating System XYZ" Not this: "Can't print - PLEASE HELP" 2. Explain the Error Completely Make sure you include all pertinent information in the request. More information is better, there's almost no way to add too much data to the discussion. What you were doing, what happened, what you saw, the error message, visuals, screen shots, whatever you can include. This: "I'm getting error '5203 - Driver not compatible with Operating System since about 25 years ago' in a message box on the screen when I tried to run the SETUP.COM file from my older computer. It was a 1995 Compaq Proliant and worked correctly there.." Not this: "I get an error message in a box. It won't install." 3. Explain what you have done to research the problem If the first thing you do is ask a question without doing any research, you're lazy, and no one wants to help you. Using one of the many fine search engines you can most always find the answer to your problem. Sometimes you can't. Do yourself a favor - open a notepad app, and paste the URL's as you look them up. If you get your answer, don't save the note. If you don't get an answer, send the list along with the problem. It will show that you've tried, and also keep people from sending you links that you've already checked. This: "I read the fine manual, and it doesn't mention Operating System XYZ for some reason. Also, I checked the following links, but the instructions there didn't fix the problem: " Not this: <NULL> 4. Say "Please" and "Thank You" Remember, you're asking for help. No one owes you their valuable time. Ask politely, don't pester, endure the people who are rude to you, and when your question is answered, respond back to the thread or e-mail with a thank you to close it out. It helps others that have your same problem know that this is the correct answer. This: "I could really use some help here - if you have any pointers or things to try, I'd appreciate it." Not this: "I really need this done right now - why are there no responses?" This: "Thanks for those responses - that last one did the trick. Turns out I needed a new printer anyway, didn't realize they were so inexpensive now." Not this: <NULL> There are a lot of motivated people that will help you. Help them do that.

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  • Identity in .NET 4.5&ndash;Part 2: Claims Transformation in ASP.NET (Beta 1)

    - by Your DisplayName here!
    In my last post I described how every identity in .NET 4.5 is now claims-based. If you are coming from WIF you might think, great – how do I transform those claims? Sidebar: What is claims transformation? One of the most essential features of WIF (and .NET 4.5) is the ability to transform credentials (or tokens) to claims. During that process the “low level” token details are turned into claims. An example would be a Windows token – it contains things like the name of the user and to which groups he belongs to. That information will be surfaced as claims of type Name and GroupSid. Forms users will be represented as a Name claim (all the other claims that WIF provided for FormsIdentity are gone in 4.5). The issue here is, that your applications typically don’t care about those low level details, but rather about “what’s the purchase limit of alice”. The process of turning the low level claims into application specific ones is called claims transformation. In pre-claims times this would have been done by a combination of Forms Authentication extensibility, role manager and maybe ASP.NET profile. With claims transformation all your identity gathering code is in one place (and the outcome can be cached in a single place as opposed to multiple ones). The structural class to do claims transformation is called ClaimsAuthenticationManager. This class has two purposes – first looking at the incoming (low level) principal and making sure all required information about the user is present. This is your first chance to reject a request. And second – modeling identity information in a way it is relevant for the application (see also here). This class gets called (when present) during the pipeline when using WS-Federation. But not when using the standard .NET principals. I am not sure why – maybe because it is beta 1. Anyhow, a number of people asked me about it, and the following is a little HTTP module that brings that feature back in 4.5. public class ClaimsTransformationHttpModule : IHttpModule {     public void Dispose()     { }     public void Init(HttpApplication context)     {         context.PostAuthenticateRequest += Context_PostAuthenticateRequest;     }     void Context_PostAuthenticateRequest(object sender, EventArgs e)     {         var context = ((HttpApplication)sender).Context;         // no need to call transformation if session already exists         if (FederatedAuthentication.SessionAuthenticationModule != null &&             FederatedAuthentication.SessionAuthenticationModule.ContainsSessionTokenCookie(context.Request.Cookies))         {             return;         }         var transformer = FederatedAuthentication.FederationConfiguration.IdentityConfiguration.ClaimsAuthenticationManager;         if (transformer != null)         {             var transformedPrincipal = transformer.Authenticate(context.Request.RawUrl, context.User as ClaimsPrincipal);             context.User = transformedPrincipal;             Thread.CurrentPrincipal = transformedPrincipal;         }     } } HTH

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  • Omni-directional light shadow mapping with cubemaps in WebGL

    - by Winged
    First of all I must say, that I have read a lot of posts describing an usage of cubemaps, but I'm still confused about how to use them. My goal is to achieve a simple omni-directional (point) light type shading in my WebGL application. I know that there is a lot more techniques (like using Two-Hemispheres or Camera Space Shadow Mapping) which are way more efficient, but for an educational purpose cubemaps are my primary goal. Till now, I have adapted a simple shadow mapping which works with spotlights (with one exception: I don't know how to cut off the glitchy part beyond the reach of a single shadow map texture): glitchy shadow mapping<<< So for now, this is how I understand the usage of cubemaps in shadow mapping: Setup a framebuffer (in case of cubemaps - 6 framebuffers; 6 instead of 1 because every usage of framebufferTexture2D slows down an execution which is nicely described here <<<) and a texture cubemap. Also in WebGL depth components are not well supported, so I need to render it to RGBA first. this.texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.texture); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); for (var face = 0; face < 6; face++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.RGBA, this.size, this.size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); this.framebuffer = []; for (face = 0; face < 6; face++) { this.framebuffer[face] = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer[face]); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, this.texture, 0); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.depthbuffer); var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER); // Check for errors if (e !== gl.FRAMEBUFFER_COMPLETE) throw "Cubemap framebuffer object is incomplete: " + e.toString(); } Setup the light and the camera (I'm not sure if should I store all of 6 view matrices and send them to shaders later, or is there a way to do it with just one view matrix). Render the scene 6 times from the light's position, each time in another direction (X, -X, Y, -Y, Z, -Z) for (var face = 0; face < 6; face++) { gl.bindFramebuffer(gl.FRAMEBUFFER, shadow.buffer.framebuffer[face]); gl.viewport(0, 0, shadow.buffer.size, shadow.buffer.size); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); camera.lookAt( light.position.add( cubeMapDirections[face] ) ); scene.draw(shadow.program); } In a second pass, calculate the projection a a current vertex using light's projection and view matrix. Now I don't know If should I calculate 6 of them, because of 6 faces of a cubemap. ScaleMatrix pushes the projected vertex into the 0.0 - 1.0 region. vDepthPosition = ScaleMatrix * uPMatrixFromLight * uVMatrixFromLight * vWorldVertex; In a fragment shader calculate the distance between the current vertex and the light position and check if it's deeper then the depth information read from earlier rendered shadow map. I know how to do it with a 2D Texture, but I have no idea how should I use cubemap texture here. I have read that texture lookups into cubemaps are performed by a normal vector instead of a UV coordinate. What vector should I use? Just a normalized vector pointing to the current vertex? For now, my code for this part looks like this (not working yet): float shadow = 1.0; vec3 depth = vDepthPosition.xyz / vDepthPosition.w; depth.z = length(vWorldVertex.xyz - uLightPosition) * linearDepthConstant; float shadowDepth = unpack(textureCube(uDepthMapSampler, vWorldVertex.xyz)); if (depth.z > shadowDepth) shadow = 0.5; Could you give me some hints or examples (preferably in WebGL code) how I should build it?

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  • C# 5 Async, Part 3: Preparing Existing code For Await

    - by Reed
    While the Visual Studio Async CTP provides a fantastic model for asynchronous programming, it requires code to be implemented in terms of Task and Task<T>.  The CTP adds support for Task-based asynchrony to the .NET Framework methods, and promises to have these implemented directly in the framework in the future.  However, existing code outside the framework will need to be converted to using the Task class prior to being usable via the CTP. Wrapping existing asynchronous code into a Task or Task<T> is, thankfully, fairly straightforward.  There are two main approaches to this. Code written using the Asynchronous Programming Model (APM) is very easy to convert to using Task<T>.  The TaskFactory class provides the tools to directly convert APM code into a method returning a Task<T>.  This is done via the FromAsync method.  This method takes the BeginOperation and EndOperation methods, as well as any parameters and state objects as arguments, and returns a Task<T> directly. For example, we could easily convert the WebRequest BeginGetResponse and EndGetResponse methods into a method which returns a Task<WebResponse> via: Task<WebResponse> task = Task.Factory .FromAsync<WebResponse>( request.BeginGetResponse, request.EndGetResponse, null); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Event-based Asynchronous Pattern (EAP) code can also be wrapped into a Task<T>, though this requires a bit more effort than the one line of code above.  This is handled via the TaskCompletionSource<T> class.  MSDN provides a detailed example of using this to wrap an EAP operation into a method returning Task<T>.  It demonstrates handling cancellation and exception handling as well as the basic operation of the asynchronous method itself. The basic form of this operation is typically: Task<YourResult> GetResultAsync() { var tcs = new TaskCompletionSource<YourResult>(); // Handle the event, and setup the task results... this.GetResultCompleted += (o,e) => { if (e.Error != null) tcs.TrySetException(e.Error); else if (e.Cancelled) tcs.TrySetCanceled(); else tcs.TrySetResult(e.Result); }; // Call the asynchronous method this.GetResult(); // Return the task from the TaskCompletionSource return tcs.Task; } We can easily use these methods to wrap our own code into a method that returns a Task<T>.  Existing libraries which cannot be edited can be extended via Extension methods.  The CTP uses this technique to add appropriate methods throughout the framework. The suggested naming for these methods is to define these methods as “Task<YourResult> YourClass.YourOperationAsync(…)”.  However, this naming often conflicts with the default naming of the EAP.  If this is the case, the CTP has standardized on using “Task<YourResult> YourClass.YourOperationTaskAsync(…)”. Once we’ve wrapped all of our existing code into operations that return Task<T>, we can begin investigating how the Async CTP can be used with our own code.

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  • C#&ndash;Using a delegate to raise an event from one class to another

    - by Bill Osuch
    Even though this may be a relatively common task for many people, I’ve had to show it to enough new developers that I figured I’d immortalize it… MSDN says “Events enable a class or object to notify other classes or objects when something of interest occurs. The class that sends (or raises) the event is called the publisher and the classes that receive (or handle) the event are called subscribers.” Any time you add a button to a Windows Form or Web app, you can subscribe to the OnClick event, and you can also create your own event handlers to pass events between classes. Here I’ll show you how to raise an event from a separate class to a console application (or Windows Form). First, create a console app project (you could create a Windows Form, but this is easier for this demo). Add a class file called MyEvent.cs (it doesn’t really need to be a separate file, this is just for clarity) with the following code: public delegate void MyHandler1(object sender, MyEvent e); public class MyEvent : EventArgs {     public string message; } Your event can have whatever public properties you like; here we’re just got a single string. Next, add a class file called WorkerDLL.cs; this will simulate the class that would be doing all the work in the project. Add the following code: class WorkerDLL {     public event MyHandler1 Event1;     public WorkerDLL()     {     }     public void DoWork()     {         FireEvent("From Worker: Step 1");         FireEvent("From Worker: Step 5");         FireEvent("From Worker: Step 10");     }     private void FireEvent(string message)     {         MyEvent e1 = new MyEvent();         e1.message = message;         if (Event1 != null)         {             Event1(this, e1);         }         e1 = null;     } } Notice that the FireEvent method creates an instance of the MyEvent class and passes it to the Event1 handler (which we’ll create in just a second). Finally, add the following code to Program.cs: static void Main(string[] args) {     Program p = new Program(args); } public Program(string[] args) {     Console.WriteLine("From Console: Creating DLL");     WorkerDLL wd = new WorkerDLL();     Console.WriteLine("From Console: Wiring up event handler");     WireEventHandlers(wd);     Console.WriteLine("From Console: Doing the work");     wd.DoWork();     Console.WriteLine("From Console: Done - press any key to finish.");     Console.ReadLine(); } private void WireEventHandlers(WorkerDLL wd) {     MyHandler1 handler = new MyHandler1(OnHandler1);     wd.Event1 += handler; } public void OnHandler1(object sender, MyEvent e) {     Console.WriteLine(e.message); } The OnHandler1 method is called any time the event handler “hears” an event matching the specified signature – you could have it log to a file, write to a database, etc. Run the app in debug mode and you should see output like this: You can distinctly see which lines were written by the console application itself (Program.cs) and which were written by the worker class (WorkerDLL.cs). Technorati Tags: Csharp

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  • GameStateManagement and inputs not being recognized

    - by Dave Voyles
    EDIT: I've removed a bit of code from the input class to make this more readable, and updated my StartScreen class, which is now at the bottom. I have the same issues though, but they are explained in my comments on the bottom of this page. It won't let me paste my additional code here (the format comes out crazy), so I've linked to pastebin with the code pastebin I've been trying to implement the MS provided GameStateManagement sample with my game, but it has proven a bit difficult. Really, I'm using Oneksoft's Starter Kit, which uses the MS provided sample, so they are identical, except for my splash screen. I'm able to get the splash screen to launch, where it informs the player to press A to advance the screen, but this doesn't seem to accept any of my inputs. I’ve also added Console.Writeline(“Pressing A”) under the IsMenuPressed method in Input.cs to verify that it is getting called, but for some reason it is constantly spamming my log, rather than just appearing each time I press it. Not sure why this is happening. I have a bit too much code to post it all here, so I’ve attached a link to my .rar with my classes, but I’ll also leave a bit here which I thinkmay be applicable. https://www.dropbox.com/sh/6ek4uru2jc2ch0k/JTeBWN_3PQ What do you guys think the issue is? namespace Pong { public class Input { public const int MaxInputs = 4; public readonly KeyboardState[] CurrentKeyboardState; public readonly GamePadState[] CurrentGamePadState; public KeyboardState[] LastKeyboardState; public GamePadState[] LastGamePadState; public readonly bool[] GamePadWasConnected; public Input() { // Get input state CurrentKeyboardState = new KeyboardState[MaxInputs]; CurrentGamePadState = new GamePadState[MaxInputs]; // Preserving last states to check for isKeyUp events LastKeyboardState = CurrentKeyboardState; LastGamePadState = CurrentGamePadState; } /// <summary> /// Checks for a "menu select" input action. /// The controllingPlayer parameter specifies which player to read input for. /// If this is null, it will accept input from any player. When the action /// is detected, the output playerIndex reports which player pressed it. /// </summary> public bool IsMenuSelect(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { Console.WriteLine("Pressing A"); return IsNewKeyPress(Keys.Space, controllingPlayer, out playerIndex) || IsNewKeyPress(Keys.Enter, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.A, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.Start, controllingPlayer, out playerIndex); } /// <summary> /// Checks for a "menu cancel" input action. /// The controllingPlayer parameter specifies which player to read input for. /// If this is null, it will accept input from any player. When the action /// is detected, the output playerIndex reports which player pressed it. /// </summary> public bool IsMenuCancel(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { return IsNewKeyPress(Keys.Escape, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.B, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.Back, controllingPlayer, out playerIndex); }

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  • Syntax of passing lambda causing hair loss (pulling out)

    - by Astara
    Right now, I'm working on refactoring a program that calls its parts by polling to a more event-driven structure. I've created sched and task classes with the sced to become a base class of the current main loop. The tasks will be created for each meter so they can be called off of that instead of polling. Each of the events main calls are a type of meter that gather info and display it. When the program is coming up, all enabled meters get 'constructed' by a main-sub. In that sub, I want to store off the "this" pointer associated with the meter, as well as the common name for the "action routine. void MeterMaker::Meter_n_Task (Meter * newmeter,) { push(newmeter); // handle non-timed draw events Task t = new Task(now() + 0.5L); t.period={0,1U}; t.work_meter = newmeter; t.work = [&newmeter](){newmeter.checkevent();};<<--attempt at lambda t.flags = T_Repeat; t.enable_task(); _xos->sched_insert(t); } A sample call to it: Meter_n_Task(new CPUMeter(_xos, "CPU ")); 've made the scheduler a base class of the main routine (that handles the loop), and I've tried serveral variations to get the task class to be a base of the meter class, but keep running into roadblocks. It's alot like "whack-a-mole" -- pound in something to fix something one place, and then a new probl pops out elsewhere. Part of the problem, is that the sched.h file that is trying to hold the Task Q, includes the Task header file. The task file Wants to refer to the most "base", Meter class. The meter class pulls in the main class of the parent as it passes a copy of the parent to the children so they can access the draw routines in the parent. Two references in the task file are for the 'this' pointer of the meter and the meter's update sub (to be called via this). void *this_data= NULL; void (*this_func)() = NULL; Note -- I didn't really want to store these in the class, as I wanted to use a lamdba in that meter&task routine above to store a routine+context to be used to call the meter's action routine. Couldn't figure out the syntax. But am running into other syntax problems trying to store the pointers...such as g++: COMPILE lsched.cc In file included from meter.h:13:0, from ltask.h:17, from lsched.h:13, from lsched.cc:13: xosview.h:30:47: error: expected class-name before ‘{’ token class XOSView : public XWin, public Scheduler { Like above where it asks for a class, where the classname "Scheduler" is. !?!? Huh? That IS a class name. I keep going in circles with things that don't make sense... Ideally I'd get the lamba to work right in the Meter_n_Task routine at the top. I wanted to only store 1 pointer in the 'Task' class that was a pointer to my lambda that would have already captured the "this" value ... but couldn't get that syntax to work at all when I tried to start it into a var in the 'Task' class. This project, FWIW, is my teething project on the new C++... (of course it's simple!.. ;-))... I've made quite a bit of progress in other areas in the code, but this lambda syntax has me stumped...its at times like thse that I appreciate the ease of this type of operation in perl. Sigh. Not sure the best way to ask for help here, as this isn't a simple question. But thought I'd try!... ;-) Too bad I can't attach files to this Q.

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  • Generic Adjacency List Graph implementation

    - by DmainEvent
    I am trying to come up with a decent Adjacency List graph implementation so I can start tooling around with all kinds of graph problems and algorithms like traveling salesman and other problems... But I can't seem to come up with a decent implementation. This is probably because I am trying to dust the cobwebs off my data structures class. But what I have so far... and this is implemented in Java... is basically an edgeNode class that has a generic type and a weight-in the event the graph is indeed weighted. public class edgeNode<E> { private E y; private int weight; //... getters and setters as well as constructors... } I have a graph class that has a list of edges a value for the number of Vertices and and an int value for edges as well as a boolean value for whether or not it is directed. The brings up my first question, if the graph is indeed directed, shouldn't I have a value in my edgeNode class? Or would I just need to add another vertices to my LinkedList? That would imply that a directed graph is 2X as big as an undirected graph wouldn't it? public class graph { private List<edgeNode<?>> edges; private int nVertices; private int nEdges; private boolean directed; //... getters and setters as well as constructors... } Finally does anybody have a standard way of initializing there graph? I was thinking of reading in a pipe-delimited file but that is so 1997. public graph GenereateGraph(boolean directed, String file){ List<edgeNode<?>> edges; graph g; try{ int count = 0; String line; FileReader input = new FileReader("C:\\Users\\derekww\\Documents\\JavaEE Projects\\graphFile"); BufferedReader bufRead = new BufferedReader(input); line = bufRead.readLine(); count++; edges = new ArrayList<edgeNode<?>>(); while(line != null){ line = bufRead.readLine(); Object edgeInfo = line.split("|")[0]; int weight = Integer.parseInt(line.split("|")[1]); edgeNode<String> e = new edgeNode<String>((String) edges.add(e); } return g; } catch(Exception e){ return null; } } I guess when I am adding edges if boolean is true I would be adding a second edge. So far, this all depends on the file I write. So if I wrote a file with the following Vertices and weights... Buffalo | 18 br Pittsburgh | 20 br New York | 15 br D.C | 45 br I would obviously load them into my list of edges, but how can I represent one vertices connected to the other... so on... I would need the opposite vertices? Say I was representing Highways connected to each city weighted and un-directed (each edge is bi-directional with weights in some fictional distance unit)... Would my implementation be the best way to do that? I found this tutorial online Graph Tutorial that has a connector object. This appears to me be a collection of vertices pointing to each other. So you would have A and B each with there weights and so on, and you would add this to a list and this list of connectors to your graph... That strikes me as somewhat cumbersome and a little dismissive of the adjacency list concept? Am I wrong and that is a novel solution? This is all inspired by steve skiena's Algorithm Design Manual. Which I have to say is pretty good so far. Thanks for any help you can provide.

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  • Silverlight Binding with multiple collections

    - by George Evjen
    We're designing some sport specific applications. In one of our views we have a gridview that is bound to an observable collection of Teams. This is pretty straight forward in terms of getting Teams bound to the GridView. <telerik:RadGridView Grid.Row="0" Grid.Column="0" x:Name="UsersGrid" ItemsSource="{Binding TeamResults}" SelectedItem="{Binding SelectedTeam, Mode=TwoWay}"> <telerik:RadGridView.Columns> <telerik:GridViewDataColumn Header="Name/Group" DataMemberBinding="{Binding TeamName}" MinWidth="150"></telerik:GridViewDataColumn> </telerik:RadGridView.Columns> </telerik:RadGridView> We use the observable collection of teams as our items source and then bind the property of TeamName to the first column. You can set the binding to mode=TwoWay, we use a dialog where we edit the selected item, so our binding here is not set to two way. The issue comes when we want to bind to a property that has another collection in it. To continue on our code from above, we have an observable collection of teams, within that collection we have a collection of KeyPeople. We get this collection using RIA Serivces with the code below. return _TeamsRepository.All().Include("KeyPerson"); Here we are getting all the teams and also including the KeyPerson entity. So when we are done with our Load we will end up with an observable collection of Teams with a navigation property / entity of KeyPerson. Within this KeyPerson entity is a list of people associated with that particular team. We want to display the head coach from this list of KeyPersons. This list currently has a list of ten or more people that are bound to this team, but we just want to display the Head Coach in the column next to team name. The issue becomes how do we bind to this included entity? I have found about three different ways to solve this issue. The way that seemed to fit us best is to utilize the features within RIA Services. We can create client side properties that will do the work for us. We will create in the client side library a partial class of Team. We will end up in our library a file that is Team.shared.cs. The code below is what we will put into our partial team class. public KeyPerson Coach        {            get            {                if (this.KeyPerson != null && this.KeyPerson.Any())                { return this.KeyPerson.Where(x => x.RelationshipType == “HeadCoach”).FirstOrDefault(); }                 return null;            }        } We will return just the person that is the Head Coach and then be able to bind that and any other additional properties that we need. <telerik:GridViewDataColumn Header="Coach" DataMemberBinding="{Binding Coach.Name}" MinWidth="150"></telerik:GridViewDataColumn> There are other ways that we could have solved this issue but we felt that creating a partial class through RIA Services best suited our needs.

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  • How'd they do it: Millions of tiles in Terraria

    - by William 'MindWorX' Mariager
    I've been working up a game engine similar to Terraria, mostly as a challenge, and while I've figured out most of it, I can't really seem to wrap my head around how they handle the millions of interactable/harvestable tiles the game has at one time. Creating around 500.000 tiles, that is 1/20th of what's possible in Terraria, in my engine causes the frame-rate to drop from 60 to around 20, even tho I'm still only rendering the tiles in view. Mind you, I'm not doing anything with the tiles, only keeping them in memory. Update: Code added to show how I do things. This is part of a class, which handles the tiles and draws them. I'm guessing the culprit is the "foreach" part, which iterates everything, even empty indexes. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { foreach (Tile tile in this.Tiles) { if (tile != null) { if (tile.Position.X < -this.Offset.X + 32) continue; if (tile.Position.X > -this.Offset.X + 1024 - 48) continue; if (tile.Position.Y < -this.Offset.Y + 32) continue; if (tile.Position.Y > -this.Offset.Y + 768 - 48) continue; tile.Draw(spriteBatch, gameTime); } } } ... Also here is the Tile.Draw method, which could also do with an update, as each Tile uses four calls to the SpriteBatch.Draw method. This is part of my autotiling system, which means drawing each corner depending on neighboring tiles. texture_* are Rectangles, are set once at level creation, not each update. ... public virtual void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (this.type == TileType.TileSet) { spriteBatch.Draw(this.texture, this.realm.Offset + this.Position, texture_tl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 0), texture_tr, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(0, 8), texture_bl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 8), texture_br, this.BlendColor); } } ... Any critique or suggestions to my code is welcome. Update: Solution added. Here's the final Level.Draw method. The Level.TileAt method simply checks the inputted values, to avoid OutOfRange exceptions. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { Int32 startx = (Int32)Math.Floor((-this.Offset.X - 32) / 16); Int32 endx = (Int32)Math.Ceiling((-this.Offset.X + 1024 + 32) / 16); Int32 starty = (Int32)Math.Floor((-this.Offset.Y - 32) / 16); Int32 endy = (Int32)Math.Ceiling((-this.Offset.Y + 768 + 32) / 16); for (Int32 x = startx; x < endx; x += 1) { for (Int32 y = starty; y < endy; y += 1) { Tile tile = this.TileAt(x, y); if (tile != null) tile.Draw(spriteBatch, gameTime); } } } ...

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