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  • How to make natural-looking paths with A* on a grid?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

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  • JSIL - a Dot Net to JavaScript translator

    - by TATWORTH
    JSI is described at http://jsil.org/ as:"JSIL is a compiler that transforms .NET applications and libraries from their native executable format - CIL bytecode - into standards-compliant, cross-browser JavaScript. You can take this JavaScript and run it in a web browser or any other modern JavaScript runtime. Unlike other cross-compiler tools targeting JavaScript, JSIL produces readable, easy-to-debug JavaScript that resembles the code a developer might write by hand, while still maintaining the behavior and structure of the original .NET code. Because JSIL transforms bytecode, it can support most .NET-based languages - C# to JavaScript and VB.NET to JavaScript work right out of the box."

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  • 2012 R2 services will not start after promotion to Domain Controller

    - by Cybersylum
    Having a peculiar issue promoting a Windows 2012 R2 server in a domain at 2003 domain/forest functional level. Built a new 2012 R2 server, added the following software (labtech, appassure, eset A/V, & Teamviewer). It activated and appeared to be working fine. I added the Active Directory Domain Services role, and completed the configuration (Domain/Forest Prep, and DC promotion). All appeared to go well. I rebooted the server, and that's where the peculiar stuff began. I noticed the server indicated it needed activated again; but would not accept the key. I verified the key was good. That's when I noticed the Software Protection service (as well as many other core services - Base Filtering engine, DHCP client, firewall, etc) would not start. The error message for all of them was "Access Denied". I called MS, and they wanted to troubleshoot at a service level. Their fix was to use procmon and identify the resource that needed permissions (registry key, file or folder) and add "everyone" with full control). That got the services to start; but the problem re-appeared after a reboot. Thinking the issue might have been with the anti-virus package during the promotion process, I rebuilt the DCs from scratch and removed the metadata from AD (as I could not demote the machines "rpc server unavailble"). I tried to promote the newly built machines again. The only changes to the brand new machines being critical updates. Again the promotion appeared to work fine; but upon reboot (and a long wait to allow replication to occur) similar problems began to re-appear. I have verified that the schema updates are correct (schema version is 69 - for Windows 2012 R2). I am not finding much about this issue through my own searches, so I thought I would post this to see if anyone else has seen anything similar...

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  • Do they ask too much on this job?

    - by user58404
    I am looking for web developer job and this job description caught my eyes. I am not sure how much they offer but I was wondering if anyone here meets all of their requirements? To me, that's a lot of knowledge. 2 to 4+ years experience building web sites and applications in a professional environment Strong working knowledge of HTML5 and CSS3 Strong working knowledge of JavaScript, jQuery, AJAX Working knowledge of Ruby on Rails or similar MVC framework Working knowledge of ExpressionEngine, Wordpress or similar CMS Experience administering a LAMP-based server Experience with cross-platform and cross-browser website testing Comfortable working with version control (preferably Git) Proficient with Adobe Photoshop, Illustrator, and Fireworks Comfortable working on a Mac Self-starter with excellent time-management skills with the ability to meet challenging deadlines Ability to work independently with minimal supervision Desire to work on a small team Bonus Skills: Experience deploying to Heroku or similar PaaS provider. Experience developing Facebook applications A strong sense of design Cool open source projects (send us your Github account!) Advanced working knowledge of server administration and website deployment. Java and/or .NET experience

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  • Is there a downside of running too many Symfony applications for 1 website?

    - by gentrobot
    Recently I got access to a Symfony 1.2 project which is for just 1 website, but with too many applications. In the past, I have developed websites but with not more than 2 or 3 applications. The cross-application links are achieved by passing the full URL to the 'href' attribute. Since the site is still working absolutely fine, my question is will having too many front controllers (approximately 25-30) hamper the performance of the website? Should I just try to create Cross Application Links or put an additional effort in combining similar applications (I guess almost all of the site's frontend part) into 1 application but different modules ?

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  • Build automation: Is it usual to use QMake for non-Qt projects?

    - by Raphael
    So, I'm planning to write a C++ library and I want it to be cross-platform, and as this library won't deal with UI and I want it to have as little dependencies as possible, I won't be using Qt (actually Qt won't really help me to achieve what I want, all I plan on using is STL and Boost). Now when it comes to build a cross-platform project, I really like QMake as it's extremely easy to use and I have experience with it. I also heard good things about CMake, though I really doubt it's as easy to use as QMake. Anyway, here is my question: Should I stick with build automation tool that I know or is QMake just out of context for a non-Qt project? Should I take this as an opportunity to learn CMake? Or is there a better alternative to these two?

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  • How to organize my 1000s of PDF?

    - by mmb
    I have a huge collection of PDF. Mostly it consists of research papers, of self-created documents but also of scanned documents. Right now I drop them all in one folder and give them precise names with tags in the filename. But even that gets impractical, so I am looking for a PDF library management application. I am thinking of something like Yep for Mac, with the following features: PDF cover browsing (with large preview, larger than Nautilus allows) tagging of PDF (data should be readable cross-platform) possibility to share across network (thus rather flat files than database) if possible: cross-platform Mendeley seemed to be a good choice, but I am not only having academic papers and don't want to fill it all metadata that is required there. The only alternative I could find thus far is Shoka, but the features are limited and developments seems to have stopped already.

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  • How to make safe and secure forms in asp.net MVC 3

    - by anirudha
    the asp.net application need all kind of security. unsecure forms may be influence by XSS [cross site scripting] there is some way to solve these type of problem in MVC. first sollution is that use <%= Html.AntiForgeryToken() %> for make secure from cross site scripting. it’s work by machine key in MVC. well you can valid them whenever you got respond from client. you can apply by this attribute on action you give the response behalf of form submission [ValidateAntiForgeryToken] you can secondly use authorize attribute where you can make own definition of authorize attribute in asp.net mvc for more info read david’s post well I am use my own custom attribute who use a different type of authorization :- the who controller use a attribute I put their and the attribute I put their have a logic and logic check the cookie in request who make sure that request they got from user.

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  • Get all triangles that are < N dist from you?

    - by CyanPrime
    Does anyone know of a way I could add a radius to this code for p? Like basically saying "this is true if the triangle is < N dist from the point" public boolean isPointInTriangle( Vector3f p, Vector3f a, Vector3f b, Vector3f c ) { return ( pointsAreOnSameSide(p, a, b, c) && pointsAreOnSameSide(p, b, a, c) && pointsAreOnSameSide(p, c, a, b) ); } public boolean pointsAreOnSameSide( Vector3f p1, Vector3f p2, Vector3f a, Vector3f b ) { Vector3f diffba = new Vector3f(0,0,0); Vector3f.sub( b, a, diffba ); Vector3f diffp1a = new Vector3f(0,0,0); Vector3f.sub( p1, a, diffp1a ); Vector3f diffp2a = new Vector3f(0,0,0); Vector3f.sub( p2, a, diffp2a ); Vector3f cross1 = Vector3f.cross(diffba, diffp1a); Vector3f cross2 = Vector3f.cross(diffba, diffp2a); return ( Vector3f.dot( cross1, cross2 ) >= 0 ); }

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  • flash core engine by Dinesh [closed]

    - by hdinesh
    This post was a dump of the following code (without the highlights). No question, just a dump. Please update this q. with a real question to have it reopened. You (the asker) risk to be flagged as spammer (if not already) and a bad reputation. This is a q/a site, not a site to promote your own code libraries. package facers { import flash.display.*; import flash.events.*; import flash.geom.ColorTransform; import flash.utils.Dictionary; import org.papervision3d.cameras.*; import org.papervision3d.scenes.*; import org.papervision3d.objects.*; import org.papervision3d.objects.special.*; import org.papervision3d.objects.primitives.*; import org.papervision3d.materials.*; import org.papervision3d.events.FileLoadEvent; import org.papervision3d.materials.special.*; import org.papervision3d.materials.shaders.*; import org.papervision3d.materials.utils.*; import org.papervision3d.lights.*; import org.papervision3d.render.*; import org.papervision3d.view.*; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.events.*; import org.papervision3d.core.utils.*; import org.papervision3d.core.geom.renderables.Vertex3D; import caurina.transitions.*; public class Main extends Sprite { public var viewport :BasicView; public var displayObject :DisplayObject3D; private var light :PointLight3D; private var shadowPlane :Plane; private var dataArray :Array; private var material :BitmapFileMaterial; private var planeByContainer :Dictionary = new Dictionary(); private var paperSize :Number = 0.5; private var cloudSize :Number = 1500; private var rotSize :Number = 360; private var maxAlbums :Number = 50; private var num :Number = 0; public function Main():void { trace("START APPLICATION"); viewport = new BasicView(1024, 690, true, true, CameraType.FREE); viewport.camera.zoom = 50; viewport.camera.extra = { goPosition: new DisplayObject3D(),goTarget: new DisplayObject3D() }; addChild(viewport); displayObject = new DisplayObject3D(); viewport.scene.addChild(displayObject); createAlbum(); addEventListener(Event.ENTER_FRAME, onRenderEvent); } private function createAlbum() { dataArray = new Array("images/thums/pic1.jpg", "images/thums/pic2.jpg", "images/thums/pic3.jpg", "images/thums/pic4.jpg", "images/thums/pic5.jpg", "images/thums/pic6.jpg", "images/thums/pic7.jpg", "images/thums/pic8.jpg", "images/thums/pic9.jpg", "images/thums/pic10.jpg", "images/thums/pic1.jpg", "images/thums/pic2.jpg", "images/thums/pic3.jpg", "images/thums/pic4.jpg", "images/thums/pic5.jpg", "images/thums/pic6.jpg", "images/thums/pic7.jpg", "images/thums/pic8.jpg", "images/thums/pic9.jpg", "images/thums/pic10.jpg"); for (var i:int = 0; i < dataArray.length; i++) { material = new BitmapFileMaterial(dataArray[i]); material.doubleSided = true; material.addEventListener(FileLoadEvent.LOAD_COMPLETE, loadMaterial); } } public function loadMaterial(event:Event) { var plane:Plane = new Plane(material, 300, 180); displayObject.addChild(plane); var _x:int = Math.random() * cloudSize - cloudSize/2; var _y:int = Math.random() * cloudSize - cloudSize/2; var _z:int = Math.random() * cloudSize - cloudSize/2; var _rotationX:int = Math.random() * rotSize; var _rotationY:int = Math.random() * rotSize; var _rotationZ:int = Math.random() * rotSize; Tweener.addTween(plane, { x:_x, y:_y, z:_z, rotationX:_rotationX, rotationY:_rotationY, rotationZ:_rotationZ, time:5, transition:"easeIn" } ); } protected function onRenderEvent(event:Event):void { var rotY: Number = (mouseY-(stage.stageHeight/2))/(900/2)*(1200); var rotX: Number = (mouseX-(stage.stageWidth/2))/(600/2)*(-1200); displayObject.rotationY = viewport.camera.x + (rotX - viewport.camera.x) / 50; displayObject.rotationX = viewport.camera.y + (rotY - viewport.camera.y) / 30; viewport.singleRender(); } } } package designLab.events { import flash.display.BlendMode; import flash.display.Sprite; import flash.events.Event; import flash.filters.BlurFilter; // Import designLab import designLab.layer.IntroLayer; import designLab.shadow.ShadowCaster; import designLab.utils.LayerConstant; // Import Papervision3D import org.papervision3d.cameras.*; import org.papervision3d.scenes.*; import org.papervision3d.objects.*; import org.papervision3d.objects.special.*; import org.papervision3d.objects.primitives.*; import org.papervision3d.materials.*; import org.papervision3d.materials.special.*; import org.papervision3d.materials.shaders.*; import org.papervision3d.materials.utils.*; import org.papervision3d.lights.*; import org.papervision3d.render.*; import org.papervision3d.view.*; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.events.*; import org.papervision3d.core.utils.*; import org.papervision3d.core.geom.renderables.Vertex3D; public class CoreEnging extends Sprite { public var viewport :BasicView; // Create BasicView public var displayObject :DisplayObject3D; // Create DisplayObject public var shadowCaster :ShadowCaster; // Create ShadowCaster private var light :PointLight3D; // Create PointLight private var shadowPlane :Plane; // Create Plane private var layer :LayerConstant; // Create constant resource layer private static var instance :CoreEnging; // Create CoreEnging class static instance // CoreEnging class static instance mathod function public static function getinstance() { if (instance != null) return instance; else { instance = new CoreEnging(); return instance; } } // CoreEnging constrictor public function CoreEnging () { trace("INFO: Design Lab Application : Core Enging v0.1"); layer = new LayerConstant(); viewport = new BasicView(900, 600, true, true, CameraType.FREE); // pass the width, height, scaleToStage, interactive, cameraType to BasicView viewport.camera.zoom = 100; // Define the zoom level of camera addChild(viewport); createFloor(); // Create the floor displayObject = new DisplayObject3D(); // Create new instance of DisplayObject viewport.scene.addChild(displayObject); // Add the DisplayObject to the BasicView light = new PointLight3D(); // Create new instance of PointLight light.z = -50; // Position the Z of create instance light.x = 0; //Position the X of create instance light.rotationZ = 45; //Position the rotation angel of the Z of create instance light.y = 500; //Position the Y of create instance shadowCaster = new ShadowCaster("shadow", 0x000000, BlendMode.MULTIPLY, .1, [new BlurFilter(20, 20, 1)]); // pass shadowcaster name, color, blend mode, alpha and filters shadowCaster.setType(ShadowCaster.SPOTLIGHT); // Define the shadow type addEventListener(Event.ENTER_FRAME, onRenderEvent); // Add frame render event } // Start create floor public function createFloor() { var spr:Sprite = new Sprite(); // Create Sprite spr.graphics.beginFill(0xFFFFFF); // Define the fill color for sprite spr.graphics.drawRect(0, 0, 600, 600); // Define the X, Y, width, height of the sprite var sprMaterial:MovieMaterial = new MovieMaterial(spr, true, true, true); //Create a texture from an existing sprite instance shadowPlane = new Plane(sprMaterial, 2000, 2000, 1, 1); // create new instance of the Plane and pass the texture material, width, height, segmentsW and segmentsH shadowPlane.rotationX = 80; //Position the rotation angel of the X of Plane shadowPlane.y = -200; //Position the Y of Plane viewport.scene.addChild(shadowPlane); // Add the Plane to the BasicView } // switch method function of the page layer control public function addLayer(type:String) { switch (type) { case layer.INTRO: var intro:IntroLayer = new IntroLayer(); break; } } // Create get mathod function for DisplayObject public function getDisplayObject():DisplayObject3D { return displayObject; } // Create get mathod function for BasicView public function getViewport():BasicView { return viewport; } // Rendering function protected function onRenderEvent(event:Event):void { var rotY: Number = (mouseY-(stage.stageHeight/2))/(900/2)*(1200); var rotX: Number = (mouseX-(stage.stageWidth/2))/(600/2)*(-1200); displayObject.rotationY = viewport.camera.x + (rotX - viewport.camera.x) / 50; displayObject.rotationX = viewport.camera.y + (rotY - viewport.camera.y) / 30; // Remove the shadow shadowCaster.invalidate(); // create new shadow on DisplayObject move shadowCaster.castModel(displayObject, light, shadowPlane); viewport.singleRender(); } } } package designLab.layer { import flash.display.Sprite; import flash.events.Event; // Import designLab import designLab.materials.iBusinessCard; import designLab.events.CoreEnging; // Import Papervision3D import org.papervision3d.objects.primitives.Cube; import org.papervision3d.materials.ColorMaterial; import org.papervision3d.materials.MovieMaterial; public class IntroLayer { // IntroLayer constrictor public function IntroLayer() { trace("INFO: Load Intro layer"); var indexDP:DP_index = new DP_index(); //Create the library MovieClip var blackMaterial:MovieMaterial = new MovieMaterial(indexDP, true); //Create a texture from an existing library MovieClip instance blackMaterial.smooth = true; blackMaterial.doubleSided = false; var mycolor:ColorMaterial = new ColorMaterial(0x000000); //Create solid color material var mycard:iBusinessCard = new iBusinessCard(blackMaterial, blackMaterial, mycolor, 372, 10, 207); // Create custom 3D cube object to pass the Front, Back, All, CubeWidth, CubeDepth and CubeHeight CoreEnging.getinstance().getDisplayObject().addChild(mycard.create3DCube()); // Add the custom 3D cube to the DisplayObject } } } package designLab.materials { import flash.display.*; import flash.events.*; // Import Papervision3D import org.papervision3d.materials.*; import org.papervision3d.materials.utils.MaterialsList; import org.papervision3d.objects.primitives.Cube; public class iBusinessCard extends Sprite { private var materialsList :MaterialsList; private var cube :Cube; private var Front :MovieMaterial = new MovieMaterial(); private var Back :MovieMaterial = new MovieMaterial(); private var All :ColorMaterial = new ColorMaterial(); private var CubeWidth :Number; private var CubeDepth :Number; private var CubeHeight :Number; public function iBusinessCard(Front:MovieMaterial, Back:MovieMaterial, All:ColorMaterial, CubeWidth:Number, CubeDepth:Number, CubeHeight:Number) { setFront(Front); setBack(Back); setAll(All); setCubeWidth(CubeWidth); setCubeDepth(CubeDepth); setCubeHeight(CubeHeight); } public function create3DCube():Cube { materialsList = new MaterialsList(); materialsList.addMaterial(Front, "front"); materialsList.addMaterial(Back, "back"); materialsList.addMaterial(All, "left"); materialsList.addMaterial(All, "right"); materialsList.addMaterial(All, "top"); materialsList.addMaterial(All, "bottom"); cube = new Cube(materialsList, CubeWidth, CubeDepth, CubeHeight); cube.x = 0; cube.y = 0; cube.z = 0; cube.rotationY = 180; return cube; } public function setFront(Front:MovieMaterial) { this.Front = Front; } public function getFront():MovieMaterial { return Front; } public function setBack(Back:MovieMaterial) { this.Back = Back; } public function getBack():MovieMaterial { return Back; } public function setAll(All:ColorMaterial) { this.All = All; } public function getAll():ColorMaterial { return All; } public function setCubeWidth(CubeWidth:Number) { this.CubeWidth = CubeWidth; } public function getCubeWidth():Number { return CubeWidth; } public function setCubeDepth(CubeDepth:Number) { this.CubeDepth = CubeDepth; } public function getCubeDepth():Number { return CubeDepth; } public function setCubeHeight(CubeHeight:Number) { this.CubeHeight = CubeHeight; } public function getCubeHeight():Number { return CubeHeight; } } } package designLab.shadow { import flash.display.Sprite; import flash.filters.BlurFilter; import flash.geom.Point; import flash.geom.Rectangle; import flash.utils.Dictionary; import org.papervision3d.core.geom.TriangleMesh3D; import org.papervision3d.core.geom.renderables.Triangle3D; import org.papervision3d.core.geom.renderables.Vertex3D; import org.papervision3d.core.math.BoundingSphere; import org.papervision3d.core.math.Matrix3D; import org.papervision3d.core.math.Number3D; import org.papervision3d.core.math.Plane3D; import org.papervision3d.lights.PointLight3D; import org.papervision3d.materials.MovieMaterial; import org.papervision3d.objects.DisplayObject3D; import org.papervision3d.objects.primitives.Plane; public class ShadowCaster { private var vertexRefs:Dictionary; private var numberRefs:Dictionary; private var lightRay:Number3D = new Number3D() private var p3d:Plane3D = new Plane3D(); public var color:uint = 0; public var alpha:Number = 0; public var blend:String = ""; public var filters:Array; public var uid:String; private var _type:String = "point"; private var dir:Number3D; private var planeBounds:Dictionary; private var targetBounds:Dictionary; private var models:Dictionary; public static var DIRECTIONAL:String = "dir"; public static var SPOTLIGHT:String = "spot"; public function ShadowCaster(uid:String, color:uint = 0, blend:String = "multiply", alpha:Number = 1, filters:Array=null) { this.uid = uid; this.color = color; this.alpha = alpha; this.blend = blend; this.filters = filters ? filters : [new BlurFilter()]; numberRefs = new Dictionary(true); targetBounds = new Dictionary(true); planeBounds = new Dictionary(true); models = new Dictionary(true); } public function castModel(model:DisplayObject3D, light:PointLight3D, plane:Plane, faces:Boolean = true, cull:Boolean = false):void{ var ar:Array; if(models[model]) { ar = models[model]; }else{ ar = new Array(); getChildMesh(model, ar); models[model] = ar; } var reset:Boolean = true; for each(var t:TriangleMesh3D in ar){ if(faces) castFaces(light, t, plane, cull, reset); else castBoundingSphere(light, t, plane, 0.75, reset); reset = false; } } private function getChildMesh(do3d:DisplayObject3D, ar):void{ if(do3d is TriangleMesh3D) ar.push(do3d); for each(var d:DisplayObject3D in do3d.children) getChildMesh(d, ar); } public function setType(type:String="point"):void{ _type = type; } public function getType():String{ return _type; } public function castBoundingSphere(light:PointLight3D, target:TriangleMesh3D, plane:Plane, scaleRadius:Number=0.8, clear:Boolean = true):void{ var planeVertices:Array = plane.geometry.vertices; //convert to target space? var world:Matrix3D = plane.world; var inv:Matrix3D = Matrix3D.inverse(plane.transform); var lp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(inv, lp); p3d.setNormalAndPoint(plane.geometry.faces[0].faceNormal, new Number3D()); var b:BoundingSphere = target.geometry.boundingSphere; var bounds:Object = planeBounds[plane]; if(!bounds){ bounds = plane.boundingBox(); planeBounds[plane] = bounds; } var tbounds:Object = targetBounds[target]; if(!tbounds){ tbounds = target.boundingBox(); targetBounds[target] = tbounds; } var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); var castClip:Sprite = getCastClip(plane); castClip.blendMode = this.blend; castClip.filters = this.filters; castClip.alpha = this.alpha; if(clear) castClip.graphics.clear(); vertexRefs = new Dictionary(true); var tlp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(Matrix3D.inverse(target.world), tlp); var center:Number3D = new Number3D(tbounds.min.x+tbounds.size.x*0.5, tbounds.min.y+tbounds.size.y*0.5, tbounds.min.z+tbounds.size.z*0.5); var dif:Number3D = Number3D.sub(lp, center); dif.normalize(); var other:Number3D = new Number3D(); other.x = -dif.y; other.y = dif.x; other.z = 0; other.normalize(); var cross:Number3D = Number3D.cross(new Number3D(plane.transform.n12, plane.transform.n22, plane.transform.n32), p3d.normal); cross.normalize(); //cross = new Number3D(-dif.y, dif.x, 0); //cross.normalize(); cross.multiplyEq(b.radius*scaleRadius); if(_type == DIRECTIONAL){ var oPos:Number3D = new Number3D(target.x, target.y, target.z); Matrix3D.multiplyVector(target.world, oPos); Matrix3D.multiplyVector(inv, oPos); dir = new Number3D(oPos.x-lp.x, oPos.y-lp.y, oPos.z-lp.z); } //numberRefs = new Dictionary(true); var pos:Number3D; var c2d:Point; var r2d:Point; //_type = SPOTLIGHT; pos = projectVertex(new Vertex3D(center.x, center.y, center.z), lp, inv, target.world); c2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); pos = projectVertex(new Vertex3D(center.x+cross.x, center.y+cross.y, center.z+cross.z), lp, inv, target.world); r2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); var dx:Number = r2d.x-c2d.x; var dy:Number = r2d.y-c2d.y; var rad:Number = Math.sqrt(dx*dx+dy*dy); castClip.graphics.beginFill(color); castClip.graphics.moveTo(c2d.x, c2d.y); castClip.graphics.drawCircle(c2d.x, c2d.y, rad); castClip.graphics.endFill(); } public function getCastClip(plane:Plane):Sprite{ var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); var castClip:Sprite;// = new Sprite(); if(planeMovie.getChildByName("castClip"+uid)) return Sprite(planeMovie.getChildByName("castClip"+uid)); else{ castClip = new Sprite(); castClip.name = "castClip"+uid; castClip.scrollRect = new Rectangle(0, 0, movieSize.x, movieSize.y); //castClip.alpha = 0.4; planeMovie.addChild(castClip); return castClip; } } public function castFaces(light:PointLight3D, target:TriangleMesh3D, plane:Plane, cull:Boolean=false, clear:Boolean = true):void{ var planeVertices:Array = plane.geometry.vertices; //convert to target space? var world:Matrix3D = plane.world; var inv:Matrix3D = Matrix3D.inverse(plane.transform); var lp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(inv, lp); var tlp:Number3D; if(cull){ tlp = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(Matrix3D.inverse(target.world), tlp); } //Matrix3D.multiplyVector(Matrix3D.inverse(target.transform), tlp); //p3d.setThreePoints(planeVertices[0].getPosition(), planeVertices[1].getPosition(), planeVertices[2].getPosition()); p3d.setNormalAndPoint(plane.geometry.faces[0].faceNormal, new Number3D()); if(_type == DIRECTIONAL){ var oPos:Number3D = new Number3D(target.x, target.y, target.z); Matrix3D.multiplyVector(target.world, oPos); Matrix3D.multiplyVector(inv, oPos); dir = new Number3D(oPos.x-lp.x, oPos.y-lp.y, oPos.z-lp.z); } var bounds:Object = planeBounds[plane]; if(!bounds){ bounds = plane.boundingBox(); planeBounds[plane] = bounds; } var castClip:Sprite = getCastClip(plane); castClip.blendMode = this.blend; castClip.filters = this.filters; castClip.alpha = this.alpha; var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); if(clear) castClip.graphics.clear(); vertexRefs = new Dictionary(true); //numberRefs = new Dictionary(true); var pos:Number3D; var p2d:Point; var s2d:Point; var hitVert:Number3D = new Number3D(); for each(var t:Triangle3D in target.geometry.faces){ if( cull){ hitVert.x = t.v0.x; hitVert.y = t.v0.y; hitVert.z = t.v0.z; if(Number3D.dot(t.faceNormal, Number3D.sub(tlp, hitVert)) <= 0) continue; } castClip.graphics.beginFill(color); pos = projectVertex(t.v0, lp, inv, target.world); s2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.moveTo(s2d.x, s2d.y); pos = projectVertex(t.v1, lp, inv, target.world); p2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.lineTo(p2d.x, p2d.y); pos = projectVertex(t.v2, lp, inv, target.world); p2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.lineTo(p2d.x, p2d.y); castClip.graphics.lineTo(s2d.x, s2d.y); castClip.graphics.endFill(); } } public function invalidate():void{ invalidateModels(); invalidatePlanes(); } public function invalidatePlanes():void{ planeBounds = new Dictionary(true); } public function invalidateTargets():void{ numberRefs = new Dictionary(true); targetBounds = new Dictionary(true); } public function invalidateModels():void{ models = new Dictionary(true); invalidateTargets(); } private function get2dPoint(pos3D:Number3D, min3D:Number3D, size3D:Number3D, movieSize:Point):Point{ return new Point((pos3D.x-min3D.x)/size3D.x*movieSize.x, ((-pos3D.y-min3D.y)/size3D.y*movieSize.y)); } private function projectVertex(v:Vertex3D, light:Number3D, invMat:Matrix3D, world:Matrix3D):Number3D{ var pos:Number3D = vertexRefs[v]; if(pos) return pos; var n:Number3D = numberRefs[v]; if(!n){ n = new Number3D(v.x, v.y, v.z); Matrix3D.multiplyVector(world, n); Matrix3D.multiplyVector(invMat, n); numberRefs[v] = n; } if(_type == SPOTLIGHT){ lightRay.x = light.x; lightRay.y = light.y; lightRay.z = light.z; }else{ lightRay.x = n.x-dir.x; lightRay.y = n.y-dir.y; lightRay.z = n.z-dir.z; } pos = p3d.getIntersectionLineNumbers(lightRay, n); vertexRefs[v] = pos; return pos; } } } package designLab.utils { public class LayerConstant { public const INTRO:String = "INTRO"; // Intro layer string constant } }*emphasized text*

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  • How to automatically remove Flash history/privacy trail? Or stop Flash from storing it?

    - by Arjan van Bentem
    Many people have heard about third-party cookies, and some browsers even block those by default. Some people may even be using Private Browsing modes. However, only few seem to realise that Adobe's Flash player also leaves a cross-browser trail on your local hard drive, and allows for sending cookie-like information back to the server, including third-party sites. And because it is a plugin, Flash does not take any of the browser's privacy settings into account. Sorry for the long post, but first some details about why using Flash raises a privacy concern, followed by the results of my tests: The Flash player keeps a cross-browser history of the domain names of the Flash-sites your computer has visited. Unlike your browser's history, this history is not limited to a certain number of days. History is also recorded while using so-called Private Browsing modes. It is stored on your hard drive (though, as described below, without going to Adobe's site you won't know what is stored). I am not sure if any date and time information is kept about each visit, but to see the domain names: right-click on some Flash content, open the settings dialog, and click the Help icon or click the Advanced button within the Privacy tab. This opens a browser to the help pages on Adobe.com, where one can click through to the Website Storage Settings panel. One can clear the existing list, but one cannot stop it from being recorded again. Flash allows for storing data on your local hard drive, using so-called Local Shared Objects (aka "Flash Cookies"). Just like HTTP cookies, this data can be sent back to the server, for tracking purposes. They are cross-browser, have no expiration date, and no user defined maximum lifetime can be set in the Flash preferences either. These not being HTTP cookies, they are (of course) not blocked by a browser's cookies preferences and are not removed when the normal HTTP cookies are deleted. Adobe has announced that version 10.1 will obey Private Browsing in most popular browsers, but unfortunately no word about also removing the data whenever normal cookies are deleted manually. And its implementation might be confusing: [..] if the browser is in normal browsing mode when the Flash Player instance is created, then that particular instance will forever be in normal browsing mode (private browsing is turned off). Accordingly, toggling private browsing on or off without refreshing the page or closing the private browsing window will not impact Flash Player. Local Shared Objects are not limited to the site you visit, and third-party storage is enabled by default. At the Global Storage Settings panel one can deselect the default Allow third-party Flash content to store data on your computer. Because of the cross-browser and expiration-less nature (and the fact that few people know about it), I feel that the cross-browser third-party Flash Cookies are more dangerous for visitor tracking than third-party normal HTTP cookies. They are even used to restore plain HTTP cookies that the user tried to delete: "All advertisers, websites and networks use cookies for targeted advertising, but cookies are under attack. According to current research they are being erased by 40% of users creating serious problems," says Mookie Tenembaum, founder of United Virtualities. "From simple frequency capping to the more sophisticated behavioral targeting, cookies are an essential part of any online ad campaign. PIE ["Persistent Identification Element"] will give publishers and third-party providers a persistent backup to cookies effectively rendering them unassailable", adds Tenembaum. [..] To justify this tracking mechanism, UV's Tenembaum said, "The user is not proficient enough in technology to know if the cookie is good or bad, or how it works." When selecting None (zero KB) for Specify the amount of disk space that website websites that you haven't yet visited can use to store information on your computer, and checking Never ask again then some sites do not work. However, the same site might work when setting it to None but without selecting Never ask again, and then choose Deny whenever prompted. Both options would result in zero KB of data being allowed, but the behaviour differs. The plugin also provides a Flash Player cache for Adobe-signed files. I guess these files are not an issue. So: how to automatically delete that information? On a Mac, one can find a settings.sol file and a folder for each visited Flash-website in: $HOME/Library/Preferences/Macromedia/Flash Player/macromedia.com/support/flashplayer/sys/ Deleting the settings.sol file and all the folders in sys, removes the trail from the settings panels. However, the actual Local Shared Ojects are elsewhere (see Wikipedia for locations on other operating systems), in a randomly named subfolder of: $HOME/Library/Preferences/Macromedia/Flash Player/#SharedObjects But then: how to remove this automatically? Simply removing the folders and the settings.sol file every now and then (like by using launchd or Windows' Task Scheduler) may interfere with active browsers. Or is it safe to assume that, given the cross-browser nature, the plugin would not care if things are removed while it is active? Only clearing during log-off may not work for those who hibernate all the time. Firefox users can install BetterPrivacy or Objection to delete the Local Shared Objects (for all others browsers as well). I don't know if that also deletes the trail of website domain names. Or: how to stop Flash from storing a history trail? Change of plans: I'm currently testing prohibiting Flash to write to its own sys and #SharedObjects folders. So far, Flash has not tried to restore permissions (though, when deleting the folders, Flash will of course recreate them). I've not encountered any problems but this may take some while to validate, using multiple browsers and sites. I've not yet found a log that reports errors. On a Mac: cd "$HOME/Library/Preferences/Macromedia/Flash Player/macromedia.com/support/flashplayer" rm -r sys/* chmod u-w sys cd "$HOME/Library/Preferences/Macromedia/Flash Player" # preserve the randomly named subfolders (only preserving the latest would suffice; see below) rm -r \#SharedObjects/*/* chmod -R u-w \#SharedObjects I guess the above chmods cannot be achieved on an old Windows system (I'm not sure about XP and Vista?). Though maybe on Windows one could replace the folders sys and #SharedObjects with dummy files with the same names? Anyone? Obviously, keeping Flash from storing those Local Shared Objects for all sites may cause problems. Some test results (Flash 10 on Mac OS X): When blocking the sys folder (even when leaving the #SharedObjects folder writable) then YouTube won't remember your volume settings while viewing multiple videos. Temporarily allowing write access to the blocked folders while visiting trusted sites (to only create folders for domains you like, maybe including references in settings.sol) solves that. This way, for YouTube, Flash could be allowed to write to sys/#s.ytimg.com and #SharedObjects/s.ytimg.com, while Flash could not create new folders for other domains. One may also need to make settings.sol read-only afterwards, or delete it again. When blocking both the sys and #SharedObjects folders, YouTube and Vimeo work fine (though they might not remember any settings). However, Bits on the Run refuses to even show the video player. This is solved by temporarily unblocking the #SharedObjects folder, to allow Flash to create a subfolder with some random name. Within this folder, it would create yet another folder for the current Flash website (content.bitsontherun.com). Removing that website-specific folder, and blocking both #SharedObjects and the randomly named subfolder, still seems to allow Bits on the Run to operate, even though it still cannot write anything to disk. So: the existence of the randomly named subfolder (even when write protected) is important for some sites. When I first found the #SharedObjects folder, it held many subfolders with random names, some created on the very same day. I wonder when Flash decides it wants a new folder, and how it determines (and remembers) that random name. For a moment I considered not blocking write access for sys and #SharedObjects, but explicitly creating read-only folders for well-known third-party tracking domains (like based on a list from, for example, AdBlock Plus). That way, any other domain could still create Local Shared Objects. But the list would be long, and the domains from AdBlock Plus are probably all third-party domains anyway, so disabling Allow third-party Flash content to store data on your computer might have the very same result. Any experience anyone? (Final notes: if the above links to the settings panels do not work in the future, then use the URL that is known to Flash player as a starting point: www.adobe.com/go/settingsmanager. See also "You Deleted Your Cookies? Think Again" at Wired.com -- which uses Flash cookies itself as well... For the very suspicious using Time Machine: you may want to exclude both folders, for each user, and remove the trace that is already on your backup.)

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  • Simplest Algorithm for 2D Interpolation

    - by Gayan
    I have two shapes which are cross sections of a channel. I want to calculate the cross section of an intermediate point between the two defined points. What's the simplest algorithm to use in this situation? P.S. I came across several algorithms like natural neighbor and poisson which seemed complex. I'm looking for a simple solution which could be implemented quickly

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  • Algorithm for 2D Interpolation

    - by Gayan
    I have two shapes which are cross sections of a channel. I want to calculate the cross section of an intermediate point between the two defined points. What's the simplest algorithm to use in this situation? P.S. I came across several algorithms like natural neighbor and poisson which seemed complex. I'm looking for a simple solution which could be implemented quickly EDIT: I removed the word "Simplest" from the title since it might be misleading

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  • css3 rotate alternative

    - by JCHASE11
    I am using the CSS3 rule, "rotate" to rotate a div containing text. You can see the page here: http://vitaminjdesign.com/v2/socialmedia.html. I am looking for cross browser support for rotating the div; however, this CS3 rule won't work on IE. Is there a jquery option or another javascript solution that will yield the same result, with cross browser compatibility?

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  • Do I need jsonp?

    - by franziga
    Since firefox 3, cross domain XmlHttpRequest is available. As my understand, jsonp is also doing something about cross domain. If I only need to deal with firefox 3, do I still need to use jsonp?

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  • Convert UTF-16 to UTF-8 under Windows and Linux, in C

    - by DooriBar
    I was wondering if there is a recommended 'cross' Windows and Linux method for the purpose of converting strings from UTF-16LE to UTF-8? or one should use different methods for each environment? I've managed to google few references to 'iconv' , but for somreason I can't find samples of basic conversions, such as - converting a wchar_t UTF-16 to UTF-8. Anybody can recommend a method that would be 'cross', and if you know of references or a guide with samples, would very appreciate it. Thanks, Doori Bar

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  • A PHP Library / Class to Count Words in Various Languages?

    - by Michael Robinson
    Some time in the near future I will need to implement a cross-language word count, or if that is not possible, a cross-language character count. I'd love it if I just had to look at English, but I need to consider every language here, Chinese, Korean, English, Arabic, Hindi, and so on. I would like to know if Stack Overflow has any leads on where to start looking for an existing product / method to do this in PHP, as I am a good lazy programmer* *http://blogoscoped.com/archive/2005-08-24-n14.html

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  • Using Joins vs Entity associations

    - by shivesh
    I am learning Entity framework and linq-to-entities. It's possible to get cross values from multiple tables using JOINS (join keyword) or using the navigation fields ( associations) in which case the framework knows how to reference the cross data. My question is what to use when?

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  • Silverlight Cream for March 08, 2011 -- #1056

    - by Dave Campbell
    In this Issue: Joost van Schaik, Manas Patnaik, Kevin Hoffman, Jesse Liberty, Deborah Kurata, Dhananjay Kumar, Dennis Delimarsky, Samuel Jack, Peter Kuhn, WindowsPhoneGeek, and Jfo. Above the Fold: Silverlight: "How I let the trees grow" Peter Kuhn WP7: "Simple Windows Phone 7 / Silverlight drag/flick behavior" Joost van Schaik Shoutouts: SilverlightShow has their top 5 from last week posted, plus the ECOContest is ready to be voted on: SilverlightShow for Feb 28 - March 06, 2011 Drew DeVault is a young man involved with the Microsoft Student Insiders. He gave a WP7 presentation at RMTT and has posted his material: Post-Session: Windows Phone 7 @ RMTT Rui Marinho has an app in the ECO Contest called Forest Findr. is based on the BIng Map Control for silverlight and Sql Spatial data, and helps you find Forests and get geolocated pictures and wikipedia information, and has a post up with a bunch of info on it here: Forest Findr. my entry on the SilverlightShow EcoContest From SilverlightCream.com: Simple Windows Phone 7 / Silverlight drag/flick behavior Joost van Schaik has a behavior that makes *anything* draggable and 'flickable' in WP7 ... read the intro, scroll to the bottom to watch the demo, and then grab up the code... cool stuff, Joost! Data Aggregation Using Presentation Model in RIA and Silverlight 4 Manas Patnaik sent me a link to his blog, and it appears he's got lots of Silverlight goodness out there so you'll be hearing more about him. This first post is on the Presentation Model in RIA and Silverlight 4... good discussion, diagrams and code... good job, Manas! WP7 for iPhone and Android Developers - Advanced UI Kevin Hoffman has part 3 of an ambitious 12-part tutorial series up on WP7 development ... this go-around is concentrating on Advanced UI - Panorama/Pivot controls, DataBinding, ObservableCollections, and Converters... whew! Sterling DB on top of Isolated Storage – 2 Jesse Liberty has part 2 of his Sterling series up... this time setting up the database in App.xaml so it can be used for dealing with tombstoning. Silverlight Charting: Formatting the Tick Marks Deborah Kurata's next chart tutorial is all about showing you how to continue to dress up your charts.. this time by formatting the tick marks... if you don't know what that is... check out the first image in the post. Stored Procedure in WCF Data Service Dhananjay Kumar has a very nice tutorial up on using a stored proc with WCF Data Services... I happen to know someone working on just that at this time. If you have this in mind, here's a step-by-step guide to getting it done. Windows Phone 7 – Episode 5 – Pages Dennis Delimarsky has part 5 of his WP7 tutorial series up and is discussing Pages in this 17 minute video. Unpacking Simon Squared: My mini framework-independent animation library Samuel Jack has not only Open-Sourced the WP7 game he built and blogged about, but he's now explaining some of the structure of the game in posts such as this one about the animation library he wrote that his game is built on. How I let the trees grow Peter Kuhn shares with us the code he used for the tree animation in his ECO Contest entry. There's a lot to learn in this post about performance ... the fully-animated tree has about 20K elements... 5K branches and 20K leaves... check it out. WP7 ToastPrompt in depth WindowsPhoneGeek takes a deep dive into the ToastPrompt control in the Coding4fun Toolkit... everything you need to completely use the control including sample code. Beware the loaded event Jfo talks about another frustration point she had with WP7 development, and that is around the use of the loaded event... read these tips from someone that's been there. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • New <%: %> Syntax for HTML Encoding Output in ASP.NET 4 (and ASP.NET MVC 2)

    - by ScottGu
    [In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu] This is the nineteenth in a series of blog posts I’m doing on the upcoming VS 2010 and .NET 4 release. Today’s post covers a small, but very useful, new syntax feature being introduced with ASP.NET 4 – which is the ability to automatically HTML encode output within code nuggets.  This helps protect your applications and sites against cross-site script injection (XSS) and HTML injection attacks, and enables you to do so using a nice concise syntax. HTML Encoding Cross-site script injection (XSS) and HTML encoding attacks are two of the most common security issues that plague web-sites and applications.  They occur when hackers find a way to inject client-side script or HTML markup into web-pages that are then viewed by other visitors to a site.  This can be used to both vandalize a site, as well as enable hackers to run client-script code that steals cookie data and/or exploits a user’s identity on a site to do bad things. One way to help mitigate against cross-site scripting attacks is to make sure that rendered output is HTML encoded within a page.  This helps ensures that any content that might have been input/modified by an end-user cannot be output back onto a page containing tags like <script> or <img> elements.  ASP.NET applications (especially those using ASP.NET MVC) often rely on using <%= %> code-nugget expressions to render output.  Developers today often use the Server.HtmlEncode() or HttpUtility.Encode() helper methods within these expressions to HTML encode the output before it is rendered.  This can be done using code like below: While this works fine, there are two downsides of it: It is a little verbose Developers often forget to call the HtmlEncode method New <%: %> Code Nugget Syntax With ASP.NET 4 we are introducing a new code expression syntax (<%:  %>) that renders output like <%= %> blocks do – but which also automatically HTML encodes it before doing so.  This eliminates the need to explicitly HTML encode content like we did in the example above.  Instead you can just write the more concise code below to accomplish the same thing: We chose the <%: %> syntax so that it would be easy to quickly replace existing instances of <%= %> code blocks.  It also enables you to easily search your code-base for <%= %> elements to find and verify any cases where you are not using HTML encoding within your application to ensure that you have the correct behavior. Avoiding Double Encoding While HTML encoding content is often a good best practice, there are times when the content you are outputting is meant to be HTML or is already encoded – in which case you don’t want to HTML encode it again.  ASP.NET 4 introduces a new IHtmlString interface (along with a concrete implementation: HtmlString) that you can implement on types to indicate that its value is already properly encoded (or otherwise examined) for displaying as HTML, and that therefore the value should not be HTML-encoded again.  The <%: %> code-nugget syntax checks for the presence of the IHtmlString interface and will not HTML encode the output of the code expression if its value implements this interface.  This allows developers to avoid having to decide on a per-case basis whether to use <%= %> or <%: %> code-nuggets.  Instead you can always use <%: %> code nuggets, and then have any properties or data-types that are already HTML encoded implement the IHtmlString interface. Using ASP.NET MVC HTML Helper Methods with <%: %> For a practical example of where this HTML encoding escape mechanism is useful, consider scenarios where you use HTML helper methods with ASP.NET MVC.  These helper methods typically return HTML.  For example: the Html.TextBox() helper method returns markup like <input type=”text”/>.  With ASP.NET MVC 2 these helper methods now by default return HtmlString types – which indicates that the returned string content is safe for rendering and should not be encoded by <%: %> nuggets.  This allows you to use these methods within both <%= %> code nugget blocks: As well as within <%: %> code nugget blocks: In both cases above the HTML content returned from the helper method will be rendered to the client as HTML – and the <%: %> code nugget will avoid double-encoding it. This enables you to default to always using <%: %> code nuggets instead of <%= %> code blocks within your applications.  If you want to be really hardcore you can even create a build rule that searches your application looking for <%= %> usages and flags any cases it finds as an error to enforce that HTML encoding always takes place. Scaffolding ASP.NET MVC 2 Views When you use VS 2010 (or the free Visual Web Developer 2010 Express) you’ll find that the views that are scaffolded using the “Add View” dialog now by default always use <%: %> blocks when outputting any content.  For example, below I’ve scaffolded a simple “Edit” view for an article object.  Note the three usages of <%: %> code nuggets for the label, textbox, and validation message (all output with HTML helper methods): Summary The new <%: %> syntax provides a concise way to automatically HTML encode content and then render it as output.  It allows you to make your code a little less verbose, and to easily check/verify that you are always HTML encoding content throughout your site.  This can help protect your applications against cross-site script injection (XSS) and HTML injection attacks.  Hope this helps, Scott

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  • SQL SERVER – Shrinking Database is Bad – Increases Fragmentation – Reduces Performance

    - by pinaldave
    Earlier, I had written two articles related to Shrinking Database. I wrote about why Shrinking Database is not good. SQL SERVER – SHRINKDATABASE For Every Database in the SQL Server SQL SERVER – What the Business Says Is Not What the Business Wants I received many comments on Why Database Shrinking is bad. Today we will go over a very interesting example that I have created for the same. Here are the quick steps of the example. Create a test database Create two tables and populate with data Check the size of both the tables Size of database is very low Check the Fragmentation of one table Fragmentation will be very low Truncate another table Check the size of the table Check the fragmentation of the one table Fragmentation will be very low SHRINK Database Check the size of the table Check the fragmentation of the one table Fragmentation will be very HIGH REBUILD index on one table Check the size of the table Size of database is very HIGH Check the fragmentation of the one table Fragmentation will be very low Here is the script for the same. USE MASTER GO CREATE DATABASE ShrinkIsBed GO USE ShrinkIsBed GO -- Name of the Database and Size SELECT name, (size*8) Size_KB FROM sys.database_files GO -- Create FirstTable CREATE TABLE FirstTable (ID INT, FirstName VARCHAR(100), LastName VARCHAR(100), City VARCHAR(100)) GO -- Create Clustered Index on ID CREATE CLUSTERED INDEX [IX_FirstTable_ID] ON FirstTable ( [ID] ASC ) ON [PRIMARY] GO -- Create SecondTable CREATE TABLE SecondTable (ID INT, FirstName VARCHAR(100), LastName VARCHAR(100), City VARCHAR(100)) GO -- Create Clustered Index on ID CREATE CLUSTERED INDEX [IX_SecondTable_ID] ON SecondTable ( [ID] ASC ) ON [PRIMARY] GO -- Insert One Hundred Thousand Records INSERT INTO FirstTable (ID,FirstName,LastName,City) SELECT TOP 100000 ROW_NUMBER() OVER (ORDER BY a.name) RowID, 'Bob', CASE WHEN ROW_NUMBER() OVER (ORDER BY a.name)%2 = 1 THEN 'Smith' ELSE 'Brown' END, CASE WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 1 THEN 'New York' WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 5 THEN 'San Marino' WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 3 THEN 'Los Angeles' ELSE 'Houston' END FROM sys.all_objects a CROSS JOIN sys.all_objects b GO -- Name of the Database and Size SELECT name, (size*8) Size_KB FROM sys.database_files GO -- Insert One Hundred Thousand Records INSERT INTO SecondTable (ID,FirstName,LastName,City) SELECT TOP 100000 ROW_NUMBER() OVER (ORDER BY a.name) RowID, 'Bob', CASE WHEN ROW_NUMBER() OVER (ORDER BY a.name)%2 = 1 THEN 'Smith' ELSE 'Brown' END, CASE WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 1 THEN 'New York' WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 5 THEN 'San Marino' WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 3 THEN 'Los Angeles' ELSE 'Houston' END FROM sys.all_objects a CROSS JOIN sys.all_objects b GO -- Name of the Database and Size SELECT name, (size*8) Size_KB FROM sys.database_files GO -- Check Fragmentations in the database SELECT avg_fragmentation_in_percent, fragment_count FROM sys.dm_db_index_physical_stats (DB_ID(), OBJECT_ID('SecondTable'), NULL, NULL, 'LIMITED') GO Let us check the table size and fragmentation. Now let us TRUNCATE the table and check the size and Fragmentation. USE MASTER GO CREATE DATABASE ShrinkIsBed GO USE ShrinkIsBed GO -- Name of the Database and Size SELECT name, (size*8) Size_KB FROM sys.database_files GO -- Create FirstTable CREATE TABLE FirstTable (ID INT, FirstName VARCHAR(100), LastName VARCHAR(100), City VARCHAR(100)) GO -- Create Clustered Index on ID CREATE CLUSTERED INDEX [IX_FirstTable_ID] ON FirstTable ( [ID] ASC ) ON [PRIMARY] GO -- Create SecondTable CREATE TABLE SecondTable (ID INT, FirstName VARCHAR(100), LastName VARCHAR(100), City VARCHAR(100)) GO -- Create Clustered Index on ID CREATE CLUSTERED INDEX [IX_SecondTable_ID] ON SecondTable ( [ID] ASC ) ON [PRIMARY] GO -- Insert One Hundred Thousand Records INSERT INTO FirstTable (ID,FirstName,LastName,City) SELECT TOP 100000 ROW_NUMBER() OVER (ORDER BY a.name) RowID, 'Bob', CASE WHEN ROW_NUMBER() OVER (ORDER BY a.name)%2 = 1 THEN 'Smith' ELSE 'Brown' END, CASE WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 1 THEN 'New York' WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 5 THEN 'San Marino' WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 3 THEN 'Los Angeles' ELSE 'Houston' END FROM sys.all_objects a CROSS JOIN sys.all_objects b GO -- Name of the Database and Size SELECT name, (size*8) Size_KB FROM sys.database_files GO -- Insert One Hundred Thousand Records INSERT INTO SecondTable (ID,FirstName,LastName,City) SELECT TOP 100000 ROW_NUMBER() OVER (ORDER BY a.name) RowID, 'Bob', CASE WHEN ROW_NUMBER() OVER (ORDER BY a.name)%2 = 1 THEN 'Smith' ELSE 'Brown' END, CASE WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 1 THEN 'New York' WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 5 THEN 'San Marino' WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 3 THEN 'Los Angeles' ELSE 'Houston' END FROM sys.all_objects a CROSS JOIN sys.all_objects b GO -- Name of the Database and Size SELECT name, (size*8) Size_KB FROM sys.database_files GO -- Check Fragmentations in the database SELECT avg_fragmentation_in_percent, fragment_count FROM sys.dm_db_index_physical_stats (DB_ID(), OBJECT_ID('SecondTable'), NULL, NULL, 'LIMITED') GO You can clearly see that after TRUNCATE, the size of the database is not reduced and it is still the same as before TRUNCATE operation. After the Shrinking database operation, we were able to reduce the size of the database. If you notice the fragmentation, it is considerably high. The major problem with the Shrink operation is that it increases fragmentation of the database to very high value. Higher fragmentation reduces the performance of the database as reading from that particular table becomes very expensive. One of the ways to reduce the fragmentation is to rebuild index on the database. Let us rebuild the index and observe fragmentation and database size. -- Rebuild Index on FirstTable ALTER INDEX IX_SecondTable_ID ON SecondTable REBUILD GO -- Name of the Database and Size SELECT name, (size*8) Size_KB FROM sys.database_files GO -- Check Fragmentations in the database SELECT avg_fragmentation_in_percent, fragment_count FROM sys.dm_db_index_physical_stats (DB_ID(), OBJECT_ID('SecondTable'), NULL, NULL, 'LIMITED') GO You can notice that after rebuilding, Fragmentation reduces to a very low value (almost same to original value); however the database size increases way higher than the original. Before rebuilding, the size of the database was 5 MB, and after rebuilding, it is around 20 MB. Regular rebuilding the index is rebuild in the same user database where the index is placed. This usually increases the size of the database. Look at irony of the Shrinking database. One person shrinks the database to gain space (thinking it will help performance), which leads to increase in fragmentation (reducing performance). To reduce the fragmentation, one rebuilds index, which leads to size of the database to increase way more than the original size of the database (before shrinking). Well, by Shrinking, one did not gain what he was looking for usually. Rebuild indexing is not the best suggestion as that will create database grow again. I have always remembered the excellent post from Paul Randal regarding Shrinking the database is bad. I suggest every one to read that for accuracy and interesting conversation. Let us run following script where we Shrink the database and REORGANIZE. -- Name of the Database and Size SELECT name, (size*8) Size_KB FROM sys.database_files GO -- Check Fragmentations in the database SELECT avg_fragmentation_in_percent, fragment_count FROM sys.dm_db_index_physical_stats (DB_ID(), OBJECT_ID('SecondTable'), NULL, NULL, 'LIMITED') GO -- Shrink the Database DBCC SHRINKDATABASE (ShrinkIsBed); GO -- Name of the Database and Size SELECT name, (size*8) Size_KB FROM sys.database_files GO -- Check Fragmentations in the database SELECT avg_fragmentation_in_percent, fragment_count FROM sys.dm_db_index_physical_stats (DB_ID(), OBJECT_ID('SecondTable'), NULL, NULL, 'LIMITED') GO -- Rebuild Index on FirstTable ALTER INDEX IX_SecondTable_ID ON SecondTable REORGANIZE GO -- Name of the Database and Size SELECT name, (size*8) Size_KB FROM sys.database_files GO -- Check Fragmentations in the database SELECT avg_fragmentation_in_percent, fragment_count FROM sys.dm_db_index_physical_stats (DB_ID(), OBJECT_ID('SecondTable'), NULL, NULL, 'LIMITED') GO You can see that REORGANIZE does not increase the size of the database or remove the fragmentation. Again, I no way suggest that REORGANIZE is the solution over here. This is purely observation using demo. Read the blog post of Paul Randal. Following script will clean up the database -- Clean up USE MASTER GO ALTER DATABASE ShrinkIsBed SET SINGLE_USER WITH ROLLBACK IMMEDIATE GO DROP DATABASE ShrinkIsBed GO There are few valid cases of the Shrinking database as well, but that is not covered in this blog post. We will cover that area some other time in future. Additionally, one can rebuild index in the tempdb as well, and we will also talk about the same in future. Brent has written a good summary blog post as well. Are you Shrinking your database? Well, when are you going to stop Shrinking it? Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Index, SQL Performance, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, SQLServer, T SQL, Technology

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  • A dynamic array of class "landmark", inside another single class "landmarks"

    - by pinnacler
    I'm working on a robot localization simulator and I created a class called "landmark". The end result is going to be a robot that is always centered and always faces the top of the screen. As it turns, the birds eye view map will rotate around the robot. To accomplish this, I'm assuming I can rotate one class and have all elements inside rotate as well. So, the landmark class has properties x,y, label, and radius. This is suppose to simulate a tree location in a forest. To test everything, I need "forest data," and I wrote a script to generate 100 trees in a 100m x 100m area. The script automatically generates values within an acceptable range for x,y, radius. The generated data is stored in an object called tempForest and is 100x3. Ideally, I want to create a class called "landmarks" (plural) that has 100 landmark instances inside. How would I instantiate 100 instances of landmark in one instance of landmarks using that randomly generated data? Ideally, I'd just type treeBeacons = landmarks(); and it would randomly populate 100 (user definable, set in config file) instances with x, y, radius data. I'm not sure how to deal with a dynamic array of class "Landmark", inside another single class "landmarks." Any ideas?

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  • 3D picking lwjgl

    - by Wirde
    I have written some code to preform 3D picking that for some reason dosn't work entirely correct! (Im using LWJGL just so you know.) I posted this at stackoverflow at first but after researching some more in to my problem i found this neat site and tought that you guys might be more qualified to answer this question. This is how the code looks like: if(Mouse.getEventButton() == 1) { if (!Mouse.getEventButtonState()) { Camera.get().generateViewMatrix(); float screenSpaceX = ((Mouse.getX()/800f/2f)-1.0f)*Camera.get().getAspectRatio(); float screenSpaceY = 1.0f-(2*((600-Mouse.getY())/600f)); float displacementRate = (float)Math.tan(Camera.get().getFovy()/2); screenSpaceX *= displacementRate; screenSpaceY *= displacementRate; Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * Camera.get().getNear()), (float) (screenSpaceY * Camera.get().getNear()), (float) (-Camera.get().getNear()), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * Camera.get().getFar()), (float) (screenSpaceY * Camera.get().getFar()), (float) (-Camera.get().getFar()), 1); Matrix4f tmpView = new Matrix4f(); Camera.get().getViewMatrix().transpose(tmpView); Matrix4f invertedViewMatrix = (Matrix4f)tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invertedViewMatrix, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invertedViewMatrix, cameraSpaceFar, worldSpaceFar); Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); Ray clickRay = new Ray(rayPosition, rayDirection); Vector tMin = new Vector(), tMax = new Vector(), tempPoint; float largestEnteringValue, smallestExitingValue, temp, closestEnteringValue = Camera.get().getFar()+0.1f; Drawable closestDrawableHit = null; for(Drawable d : this.worldModel.getDrawableThings()) { // Calcualte AABB for each object... needs to be moved later... firstVertex = true; for(Surface surface : d.getSurfaces()) { for(Vertex v : surface.getVertices()) { worldPosition.x = (v.x+d.getPosition().x)*d.getScale().x; worldPosition.y = (v.y+d.getPosition().y)*d.getScale().y; worldPosition.z = (v.z+d.getPosition().z)*d.getScale().z; worldPosition = worldPosition.rotate(d.getRotation()); if (firstVertex) { maxX = worldPosition.x; maxY = worldPosition.y; maxZ = worldPosition.z; minX = worldPosition.x; minY = worldPosition.y; minZ = worldPosition.z; firstVertex = false; } else { if (worldPosition.x > maxX) { maxX = worldPosition.x; } if (worldPosition.x < minX) { minX = worldPosition.x; } if (worldPosition.y > maxY) { maxY = worldPosition.y; } if (worldPosition.y < minY) { minY = worldPosition.y; } if (worldPosition.z > maxZ) { maxZ = worldPosition.z; } if (worldPosition.z < minZ) { minZ = worldPosition.z; } } } } // ray/slabs intersection test... // clickRay.getOrigin().x + clickRay.getDirection().x * f = minX // clickRay.getOrigin().x - minX = -clickRay.getDirection().x * f // clickRay.getOrigin().x/-clickRay.getDirection().x - minX/-clickRay.getDirection().x = f // -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x = f largestEnteringValue = -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x; temp = -clickRay.getOrigin().y/clickRay.getDirection().y + minY/clickRay.getDirection().y; if(largestEnteringValue < temp) { largestEnteringValue = temp; } temp = -clickRay.getOrigin().z/clickRay.getDirection().z + minZ/clickRay.getDirection().z; if(largestEnteringValue < temp) { largestEnteringValue = temp; } smallestExitingValue = -clickRay.getOrigin().x/clickRay.getDirection().x + maxX/clickRay.getDirection().x; temp = -clickRay.getOrigin().y/clickRay.getDirection().y + maxY/clickRay.getDirection().y; if(smallestExitingValue > temp) { smallestExitingValue = temp; } temp = -clickRay.getOrigin().z/clickRay.getDirection().z + maxZ/clickRay.getDirection().z; if(smallestExitingValue < temp) { smallestExitingValue = temp; } if(largestEnteringValue > smallestExitingValue) { //System.out.println("Miss!"); } else { if (largestEnteringValue < closestEnteringValue) { closestEnteringValue = largestEnteringValue; closestDrawableHit = d; } } } if(closestDrawableHit != null) { System.out.println("Hit at: (" + clickRay.setDistance(closestEnteringValue).x + ", " + clickRay.getCurrentPosition().y + ", " + clickRay.getCurrentPosition().z); this.worldModel.removeDrawableThing(closestDrawableHit); } } } I just don't understand what's wrong, the ray are shooting and i do hit stuff that gets removed but the result of the ray are verry strange it sometimes removes the thing im clicking at, sometimes it removes things thats not even close to what im clicking at, and sometimes it removes nothing at all. Edit: Okay so i have continued searching for errors and by debugging the ray (by painting smal dots where it travles) i can now se that there is something oviously wrong with the ray that im sending out... it has its origin near the world center (nearer or further away depending on where on the screen im clicking) and always shots to the same position no matter where I direct my camera... My initial toughts is that there might be some error in the way i calculate my viewMatrix (since it's not possible to get the viewmatrix from the gluLookAt method in lwjgl; I have to build it my self and I guess thats where the problem is at)... Edit2: This is how i calculate it currently: private double[][] viewMatrixDouble = {{0,0,0,0}, {0,0,0,0}, {0,0,0,0}, {0,0,0,1}}; public Vector getCameraDirectionVector() { Vector actualEye = this.getActualEyePosition(); return new Vector(lookAt.x-actualEye.x, lookAt.y-actualEye.y, lookAt.z-actualEye.z); } public Vector getActualEyePosition() { return eye.rotate(this.getRotation()); } public void generateViewMatrix() { Vector cameraDirectionVector = getCameraDirectionVector().normalize(); Vector side = Vector.cross(cameraDirectionVector, this.upVector).normalize(); Vector up = Vector.cross(side, cameraDirectionVector); viewMatrixDouble[0][0] = side.x; viewMatrixDouble[0][1] = up.x; viewMatrixDouble[0][2] = -cameraDirectionVector.x; viewMatrixDouble[1][0] = side.y; viewMatrixDouble[1][1] = up.y; viewMatrixDouble[1][2] = -cameraDirectionVector.y; viewMatrixDouble[2][0] = side.z; viewMatrixDouble[2][1] = up.z; viewMatrixDouble[2][2] = -cameraDirectionVector.z; /* Vector actualEyePosition = this.getActualEyePosition(); Vector zaxis = new Vector(this.lookAt.x - actualEyePosition.x, this.lookAt.y - actualEyePosition.y, this.lookAt.z - actualEyePosition.z).normalize(); Vector xaxis = Vector.cross(upVector, zaxis).normalize(); Vector yaxis = Vector.cross(zaxis, xaxis); viewMatrixDouble[0][0] = xaxis.x; viewMatrixDouble[0][1] = yaxis.x; viewMatrixDouble[0][2] = zaxis.x; viewMatrixDouble[1][0] = xaxis.y; viewMatrixDouble[1][1] = yaxis.y; viewMatrixDouble[1][2] = zaxis.y; viewMatrixDouble[2][0] = xaxis.z; viewMatrixDouble[2][1] = yaxis.z; viewMatrixDouble[2][2] = zaxis.z; viewMatrixDouble[3][0] = -Vector.dot(xaxis, actualEyePosition); viewMatrixDouble[3][1] =-Vector.dot(yaxis, actualEyePosition); viewMatrixDouble[3][2] = -Vector.dot(zaxis, actualEyePosition); */ viewMatrix = new Matrix4f(); viewMatrix.load(getViewMatrixAsFloatBuffer()); } Would be verry greatfull if anyone could verify if this is wrong or right, and if it's wrong; supply me with the right way of doing it... I have read alot of threads and documentations about this but i can't seam to wrapp my head around it... Edit3: Okay with the help of Byte56 (thanks alot for the help) i have now concluded that it's not the viewMatrix that is the problem... I still get the same messedup result; anyone that think that they can find the error in my code, i certenly can't, have bean working on this for 3 days now :(

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