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  • browser blocking image download when nginx was placed infront of apache to serve static content

    - by railscoder
    I was tying to place nginx infront of apache to server static content. This set up was performing better than just having apache. but suddenly some change caused images getting blocked for like 2-3sec before actually downloading with apache+nginx setup. It doesnt happen with apache only set up? Any idea why it is happening with nginx? this was happening even i removed all external js from the page

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  • Ubuntu box static routing problem

    - by Rafael
    Hello, I'm trying to configure a ubuntu server to be a router. This is my interface configuration (eth2 connects to my WAN, eth0 to my LAN): auto eth2 iface eth2 inet static address 192.168.0.249 netmask 255.255.255.0 gateway 192.168.0.1 broadcast 192.168.0.255 auto eth0 iface eth0 inet static address 192.168.100.1 netmask 255.255.255.0 This is the router information: Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 192.168.100.0 0.0.0.0 255.255.255.0 U 0 0 0 eth0 192.168.0.0 0.0.0.0 255.255.255.0 U 0 0 0 eth2 0.0.0.0 192.168.0.1 0.0.0.0 UG 100 0 0 eth2 And this is dhcp configuration: subnet 192.168.100.0 netmask 255.255.255.0 { range 192.168.100.101 192.168.100.254; option domain-name-servers 201.70.86.133; option routers 192.168.100.1; authoritative; } I'm then connecting a mac os x by cable on eth0. This is en0 interface configuration: en0: flags=8963<UP,BROADCAST,SMART,RUNNING,PROMISC,SIMPLEX,MULTICAST> mtu 1500 ether 00:26:bb:5d:82:b0 inet6 fe80::226:bbff:fe5d:82b0%en0 prefixlen 64 scopeid 0x4 inet 192.168.100.101 netmask 0xffffff00 broadcast 192.168.100.255 media: autoselect (100baseTX <full-duplex>) status: active And this is the routing table: Internet: Destination Gateway Flags Refs Use Netif Expire default 192.168.100.1 UGSc 139 32 en0 10.37.129/24 link#8 UC 2 0 vnic1 10.37.129.2 0:1c:42:0:0:9 UHLWI 0 839 lo0 10.37.129.255 ff:ff:ff:ff:ff:ff UHLWbI 0 4 vnic1 10.211.55/24 link#7 UC 2 0 vnic0 10.211.55.2 0:1c:42:0:0:8 UHLWI 0 840 lo0 10.211.55.255 ff:ff:ff:ff:ff:ff UHLWbI 0 4 vnic0 127 127.0.0.1 UCS 0 0 lo0 127.0.0.1 127.0.0.1 UH 3 507924 lo0 169.254 link#4 UCS 0 0 en0 172.16.42/24 link#10 UC 2 0 vmnet8 172.16.42.1 0:50:56:c0:0:8 UHLWI 0 839 lo0 172.16.42.255 link#10 UHLWbI 1 24 vmnet8 192.168.100 link#4 UC 2 0 en0 192.168.100.1 0:e0:7c:7e:f:99 UHLWI 139 0 en0 777 192.168.100.101 127.0.0.1 UHS 0 0 lo0 192.168.100.255 ff:ff:ff:ff:ff:ff UHLWbI 0 4 en0 192.168.116 link#9 UC 2 0 vmnet1 192.168.116.1 0:50:56:c0:0:1 UHLWI 0 839 lo0 192.168.116.255 ff:ff:ff:ff:ff:ff UHLWbI 0 4 vmnet1 When I ping 192.168.100.1, it works. When I ping 192.168.0.249, it also works. However, when I try to ping 192.168.0.1 it does not. Does anyone has any way to solve this? Is there a way to debug it? Thanks,

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  • Setup a vpn server with a static IP with NAT and port forwarding

    - by Lorenzo Pistone
    I have a Debian VPS with an assigned static IP. I want to setup a virtual interface (with an ip like 192.168..) on my laptop (Ubuntu, dynamic IP) linked to the remote VPS, so that if I bind sockets to it the traffic is tunneled to the VPS and sent to the Internet from there. Port forwarding must be available. This looks like a job for a VPN software, but I'm clueless about the pieces of software needed. Any advice?

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  • Can't get my Raspberry Pi to keep a static IP

    - by JonnyIrving
    I recently got given a Raspberry Pi and I would like to be able to remote into it using puTTy from my laptop so I don't have to sit next to my tv with a keyboard and mouse to use it. I am able to get a puTTy session going when I know the IP address that my router has given the Pi on each session but it keeps changing on each reboot as I would expect. So I followed a number if instruction to go about configuring the RPi to keep a static IP address. This involved changing the file at '/etc/netwrok/interfaces' which now contains (password removed): auto lo iface lo inet loopback iface eth0 inet static address 192.168.1.82 netmask 255.255.255.0 gateway 192.168.1.254 auto wlan0 allow-hotplug wlan0 iface wlan0 inet dhcp wpa-ssid "BeBoxD304BF" wpa-psk "**********" Despite this however, each time I reboot my RPi it gives me a new dynamic IP address still. I also noticed that in the 'ifconfig' output below that the details of the eth0 doesn't contain IP details for inet addr, Bcast or Mask which have been present in all other examples I have seen online. eth0 Link encap:Ethernet HWaddr b8:27:eb:b5:95:da UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) wlan0 Link encap:Ethernet HWaddr 00:87:c6:00:33:77 inet addr:192.168.1.83 Bcast:192.168.1.255 Mask:255.255.255.0 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:918 errors:0 dropped:0 overruns:0 frame:0 TX packets:277 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 Also I'm not sure if this is relevant but it can't hurt! The file at '/etc/resolv.conf' contains: domain config search config nameserver 192.168.1.254 ..I heard it might mean something on one of the pages I was looking at. I would be very grateful for any help with this. I have tried everything I can think of and would really like to get this working this weekend so I can use it from work.

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  • Zyxel P-320W: How to connect to my web server using public IP

    - by hvtuananh
    My company's router is Zyxel P-320W and I have a public static IP. I registered a few domains name and point to this IP address. I already setup Virtual Hosts and configured port-forwarding to my internal server and it works well. I can connect to all domains from outside The problem is I cannot connect to my domains from inside One workaround way is modify hosts file to add internal IP for those domains, but my company have many computers and I don't want to setup all PC manually

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  • Defining a persistent static route on Mac OS X

    - by Charles Duffy
    How does one define a static route on MacOS X which persists through reboots? The only suggestion I've found on Google advises setting up a launchd service to run at boot, which seems like a horrible hack (does it survive a network restart without rebooting, for instance?) To set up the route I need temporarily, I can run the following: route add -net ${network} ${gateway} ${netmask} How would I make this persist?

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  • anti-static foam under a motherboard?

    - by user29734
    I am modding out a custom built case/system. I have my motherboard mounted on a metal tray, (Dell did this) has been working great. Not I am modding the case to hold everything and how I want to mount the motherboard on the tray I have a slight gap between the wall of the case and the motherboard/tray. Can I put a piece of thin anti-static foam/packaging in between the tray and the case? That is safe right?

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  • Change ISP and MX static ip but no mail

    - by Tim the Enchanter
    We have recently changed our ISP, I have changed the MX record for our domain name to point to the new external static IP address for the router on the new ISP's connexion but I am not getting any mail (though sending works). Do I just have to wait will the change propagates? I am slightly concerned because I can connect to the web email service made visible through the new router, but not actually receive email. Have I missed something?

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  • IPhone sdk stop the accelerometer from working when something happens.

    - by Harry
    Hi, I am using the accelerometer to move a few UIImageViews around the screen, at the moment the accelerometer only works when a NSTimer is at 0, this is fine. I would also like to make the accelerometer stop again when a different function happens. here is my code at the moment: -(BOOL) accelerometerWorks { return time == 0; } -(void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration{ if(![self accelerometerWorks]) return; valueX = acceleration.x*25.5; int newX = (int)(ball.center.x +valueX); if (newX 320-BALL_RADIUS) newX = 320-BALL_RADIUS; if (newX < 0+BALL_RADIUS) newX = 0+BALL_RADIUS; int XA = (int)(balloonbit1.center.x +valueX); if (XA 320-BALL_RADIUS) XA = 320-BALL_RADIUS; if (XA < 0+BALL_RADIUS) XA = 0+BALL_RADIUS; int XB = (int)(balloonbit2.center.x +valueX); if (XB 320-BALL_RADIUS) XB = 320-BALL_RADIUS; if (XB < 0+BALL_RADIUS) XB = 0+BALL_RADIUS; int XI = (int)(balloonbit3.center.x +valueX); if (XI 320-BALL_RADIUS) XI = 320-BALL_RADIUS; if (XI < 0+BALL_RADIUS) XI = 0+BALL_RADIUS; int XJ = (int)(balloonbit4.center.x +valueX); if (XJ 320-BALL_RADIUS) XJ = 320-BALL_RADIUS; if (XJ < 0+BALL_RADIUS) XJ = 0+BALL_RADIUS; int XE = (int)(balloonbit5.center.x +valueX); if (XE 320-BALL_RADIUS) XE = 320-BALL_RADIUS; if (XE < 0+BALL_RADIUS) XE = 0+BALL_RADIUS; int XF = (int)(balloonbit6.center.x +valueX); if (XF 320-BALL_RADIUS) XF = 320-BALL_RADIUS; if (XF < 0+BALL_RADIUS) XF = 0+BALL_RADIUS; int XH = (int)(balloonbit8.center.x +valueX); if (XH 320-BALL_RADIUS) XH = 320-BALL_RADIUS; if (XH < 0+BALL_RADIUS) XH = 0+BALL_RADIUS; ball.center = CGPointMake (newX, 429); balloonbit1.center = CGPointMake (XA, 429); balloonbit2.center = CGPointMake (XB, 426); balloonbit3.center = CGPointMake (XI, 410); balloonbit4.center = CGPointMake (XJ, 415); balloonbit5.center = CGPointMake (XE, 409); balloonbit6.center = CGPointMake (XF, 427); balloonbit8.center = CGPointMake (XH, 417); } This all works fine, i would now like to stop the accelerometer from working, using the same accelerometerWorks method or a new method, accelerometerWontWork. This is the code that when it is called i would like the accelerometer to stop. (it is very long so i wont put all of it there, but its all the same throughout): -(void) checkCollision{ if (CGRectIntersectsRect(pinend.frame, balloonbit1.frame)){ if (balloonbit1.frame.origin.y pinend.frame.origin.y){ [maintimer invalidate]; levelfailed.center = CGPointMake (160, 235); } } if (CGRectIntersectsRect(pinend.frame, balloonbit2.frame)){ if (balloonbit2.frame.origin.y pinend.frame.origin.y){ [maintimer invalidate]; levelfailed.center = CGPointMake (160, 235); } } if (CGRectIntersectsRect(pinend.frame, balloonbit3.frame)){ if (balloonbit3.frame.origin.y pinend.frame.origin.y){ [maintimer invalidate]; levelfailed.center = CGPointMake (160, 235); } } } I understand that i may have to turn this into a BOOL. Thats fine. If i haven't explained it well please say and i will re write it. Thanks! Harry.

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  • Can't connect to public WiFi with MacBookPro at coffee shops and libraries

    - by Nathan Bowers
    The Problem: I can't connect to public, unencrypted WiFi at my local public library or Peets Coffee. My Setup: Late 2006 MacBookPro running 10.5.8. I have Parallels installed. It's supposed to work like this: 1) Connect to their unencrypted WiFi network 2) Open a browser which redirects you to their "enter password/agree to terms" page. 3) Browse normally. I can connect to the WiFi network, but when I try to authenticate I always get stuck in a redirect loop. It's been like this for a while. Even before I upgraded to 10.5.8. I never have trouble with encrypted networks or regular open WiFi. What I've tried: Disabling Parallels connections in Network Prefs. Superstition: somehow Parallels installed something in the network stack that's messing me up. Pinging the IP address of the WiFi node I'm connected to. I can ping it, it's there, but I still get stuck in this authentication redirect loop. Tried different browsers, tried different cookie and security settings. Even tried IE under Parallels. No dice. Tried flushing DNS cache. Asked library and coffee employees for help. It didn't go well. My Question: Anybody else have this problem? What should I be looking for?

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  • Two hosted servers, one public - VPN?

    - by Aquitaine
    Hello there, Web developer here who has to occasionally wear a system & network admin hat (small company). We currently have a single hosted server running Windows Server 2003 that runs both our web server (IIS/Coldfusion) and our database server (SQL Server 2008). We lock down the SQL server by allowing only specific IPs to connect to it. Not ideal but it's worked thus far. We're moving up to two distinct servers and I want to take the opportunity to 'get things right' and make only the web server face the public. What I need to be able to do is to allow only a handful of people to connect to the database server. Rather than using an IP allow list, I'd prefer to use a VPN to let people through so that access is based on the user and not simply the user's location. I'm leaning toward something like OpenVPN, just so I can stick with Server 2008 Web edition. Do I: Use the web server as a VPN server and set up the database server to only accept connections from the web server? Is there an extra step required to make connections to, say, db.mycompany.com route through the VPN rather than through a different connection? I'm ignorant of this part of network infrastructure stuff. Or, Set up a VPN server on the database server as the only public-facing server connection so that there aren't any routing issues to deal with? I know this is Network 101 stuff but I thought I'd ask before just blundering through it since it could affect the company a bit. Thanks very much!

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  • Applying ACLs to a Dovecot public namespace

    - by larsks
    I have a public namespace define in my dovecot (dovecot-2.0.9) configuration that looks like this: namespace { type = public separator = . prefix = news. location = maildir:/var/spool/news subscriptions = no } I would like to make all the mailboxes in this namespace read-only. I've got the following configuration for the ACL plugin: plugin { acl = vfile:/etc/dovecot/acls:cache_secs=300 } After perusing the documentation, it seemed as if I had a mailfolder /var/spool/news/.foo.bar that I could place the following into /var/spool/news/.foo.bar/dovecot-acl: anyone rl But that doesn't have any affect. I also tried creating a file /usr/local/etc/dovecot/acls/news.foo.bar with the same contents, but that didn't do anything, either. I've turned on mail debugging: mail_debug = yes But the log doesn't produce anything that appears to be relevant to ACL processing. I'm curious to know if anyone has gotten this to work correctly and if so if you could provide some configuration examples. Also, if there's any way to do this that doesn't involve per-mailbox configuration (.e.g, the ability to apply an ACL to news.* or something), that would be awesome. Getting the documented behavior for default ACLs working would be a step in the right direction.

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  • Windows-to-linux: Putty with SSH and private/public key pair

    - by Johnny Kauffman
    I spent about 3 hours trying to figure out how to connect to a linux box from my windows machine using putty without having to send the password. This is connecting to an Ubuntu server that is using OpenSSH. The private key is SSH-2 RSA, 1024 bits. I am connecting using SSH2. I have run into the more common problems already: Putty generated the public key in the "wrong format". I have corrected this (as seen on this blog post). However, since I am not yet connected, I cannot absolutely confirm that this file is in the correct format. The key is all on a single line now, and I have tried adding/removing line breaks at the end of the file. I've also tried the public file doctoring process a few times to ensure that I haven't flubbed up the manual conversion. Even so, I have no way to verify accuracy here. The permissions were at once point wrong as well, specifically meaning that the file had too many permissions. I had to solve this too and I know it got past this because I no longer see a related error in /var/log/auth.log. I've tried both authorized_keys and authorized_keys2 in case the server has an old version of OpenSSH, but this changed nothing. I do have access as a user. After this keyfile stuff fails, I can enter my password instead The only remaining nibble of information I have is that it claims I have the alleged password wrong: sshd[22288]: Failed password for zzzzzzz from zz.zz.zz.zz port 53620 ssh2 Even so, as far as I can tell, this is just a lazy try/catch somewhere, since I don't think there's a password involved at all. I see nothing else in any of the /var/log files of use. What else could be wrong?

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  • ASP.NET MVC 3 Hosting :: How to Deploy Web Apps Using ASP.NET MVC 3, Razor and EF Code First - Part I

    - by mbridge
    First, you can download the source code from http://efmvc.codeplex.com. The following frameworks will be used for this step by step tutorial. public class Category {     public int CategoryId { get; set; }     [Required(ErrorMessage = "Name Required")]     [StringLength(25, ErrorMessage = "Must be less than 25 characters")]     public string Name { get; set;}     public string Description { get; set; }     public virtual ICollection<Expense> Expenses { get; set; } } Expense Class public class Expense {             public int ExpenseId { get; set; }            public string  Transaction { get; set; }     public DateTime Date { get; set; }     public double Amount { get; set; }     public int CategoryId { get; set; }     public virtual Category Category { get; set; } }    Define Domain Model Let’s create domain model for our simple web application Category Class We have two domain entities - Category and Expense. A single category contains a list of expense transactions and every expense transaction should have a Category. In this post, we will be focusing on CRUD operations for the entity Category and will be working on the Expense entity with a View Model object in the later post. And the source code for this application will be refactored over time. The above entities are very simple POCO (Plain Old CLR Object) classes and the entity Category is decorated with validation attributes in the System.ComponentModel.DataAnnotations namespace. Now we want to use these entities for defining model objects for the Entity Framework 4. Using the Code First approach of Entity Framework, we can first define the entities by simply writing POCO classes without any coupling with any API or database library. This approach lets you focus on domain model which will enable Domain-Driven Development for applications. EF code first support is currently enabled with a separate API that is runs on top of the Entity Framework 4. EF Code First is reached CTP 5 when I am writing this article. Creating Context Class for Entity Framework We have created our domain model and let’s create a class in order to working with Entity Framework Code First. For this, you have to download EF Code First CTP 5 and add reference to the assembly EntitFramework.dll. You can also use NuGet to download add reference to EEF Code First. public class MyFinanceContext : DbContext {     public MyFinanceContext() : base("MyFinance") { }     public DbSet<Category> Categories { get; set; }     public DbSet<Expense> Expenses { get; set; }         }   The above class MyFinanceContext is derived from DbContext that can connect your model classes to a database. The MyFinanceContext class is mapping our Category and Expense class into database tables Categories and Expenses using DbSet<TEntity> where TEntity is any POCO class. When we are running the application at first time, it will automatically create the database. EF code-first look for a connection string in web.config or app.config that has the same name as the dbcontext class. If it is not find any connection string with the convention, it will automatically create database in local SQL Express database by default and the name of the database will be same name as the dbcontext class. You can also define the name of database in constructor of the the dbcontext class. Unlike NHibernate, we don’t have to use any XML based mapping files or Fluent interface for mapping between our model and database. The model classes of Code First are working on the basis of conventions and we can also use a fluent API to refine our model. The convention for primary key is ‘Id’ or ‘<class name>Id’.  If primary key properties are detected with type ‘int’, ‘long’ or ‘short’, they will automatically registered as identity columns in the database by default. Primary key detection is not case sensitive. We can define our model classes with validation attributes in the System.ComponentModel.DataAnnotations namespace and it automatically enforces validation rules when a model object is updated or saved. Generic Repository for EF Code First We have created model classes and dbcontext class. Now we have to create generic repository pattern for data persistence with EF code first. If you don’t know about the repository pattern, checkout Martin Fowler’s article on Repository Let’s create a generic repository to working with DbContext and DbSet generics. public interface IRepository<T> where T : class     {         void Add(T entity);         void Delete(T entity);         T GetById(long Id);         IEnumerable<T> All();     } RepositoryBasse – Generic Repository class protected MyFinanceContext Database {     get { return database ?? (database = DatabaseFactory.Get()); } } public virtual void Add(T entity) {     dbset.Add(entity);            }        public virtual void Delete(T entity) {     dbset.Remove(entity); }   public virtual T GetById(long id) {     return dbset.Find(id); }   public virtual IEnumerable<T> All() {     return dbset.ToList(); } } DatabaseFactory class public class DatabaseFactory : Disposable, IDatabaseFactory {     private MyFinanceContext database;     public MyFinanceContext Get()     {         return database ?? (database = new MyFinanceContext());     }     protected override void DisposeCore()     {         if (database != null)             database.Dispose();     } } Unit of Work If you are new to Unit of Work pattern, checkout Fowler’s article on Unit of Work . According to Martin Fowler, the Unit of Work pattern "maintains a list of objects affected by a business transaction and coordinates the writing out of changes and the resolution of concurrency problems." Let’s create a class for handling Unit of Work public interface IUnitOfWork {     void Commit(); } UniOfWork class public class UnitOfWork : IUnitOfWork {     private readonly IDatabaseFactory databaseFactory;     private MyFinanceContext dataContext;       public UnitOfWork(IDatabaseFactory databaseFactory)     {         this.databaseFactory = databaseFactory;     }       protected MyFinanceContext DataContext     {         get { return dataContext ?? (dataContext = databaseFactory.Get()); }     }       public void Commit()     {         DataContext.Commit();     } } The Commit method of the UnitOfWork will call the commit method of MyFinanceContext class and it will execute the SaveChanges method of DbContext class.   Repository class for Category In this post, we will be focusing on the persistence against Category entity and will working on other entities in later post. Let’s create a repository for handling CRUD operations for Category using derive from a generic Repository RepositoryBase<T>. public class CategoryRepository: RepositoryBase<Category>, ICategoryRepository     {     public CategoryRepository(IDatabaseFactory databaseFactory)         : base(databaseFactory)         {         }                } public interface ICategoryRepository : IRepository<Category> { } If we need additional methods than generic repository for the Category, we can define in the CategoryRepository. Dependency Injection using Unity 2.0 If you are new to Inversion of Control/ Dependency Injection or Unity, please have a look on my articles at http://weblogs.asp.net/shijuvarghese/archive/tags/IoC/default.aspx. I want to create a custom lifetime manager for Unity to store container in the current HttpContext. public class HttpContextLifetimeManager<T> : LifetimeManager, IDisposable {     public override object GetValue()     {         return HttpContext.Current.Items[typeof(T).AssemblyQualifiedName];     }     public override void RemoveValue()     {         HttpContext.Current.Items.Remove(typeof(T).AssemblyQualifiedName);     }     public override void SetValue(object newValue)     {         HttpContext.Current.Items[typeof(T).AssemblyQualifiedName] = newValue;     }     public void Dispose()     {         RemoveValue();     } } Let’s create controller factory for Unity in the ASP.NET MVC 3 application.                 404, String.Format(                     "The controller for path '{0}' could not be found" +     "or it does not implement IController.",                 reqContext.HttpContext.Request.Path));       if (!typeof(IController).IsAssignableFrom(controllerType))         throw new ArgumentException(                 string.Format(                     "Type requested is not a controller: {0}",                     controllerType.Name),                     "controllerType");     try     {         controller= container.Resolve(controllerType) as IController;     }     catch (Exception ex)     {         throw new InvalidOperationException(String.Format(                                 "Error resolving controller {0}",                                 controllerType.Name), ex);     }     return controller; }   } Configure contract and concrete types in Unity Let’s configure our contract and concrete types in Unity for resolving our dependencies. private void ConfigureUnity() {     //Create UnityContainer               IUnityContainer container = new UnityContainer()                 .RegisterType<IDatabaseFactory, DatabaseFactory>(new HttpContextLifetimeManager<IDatabaseFactory>())     .RegisterType<IUnitOfWork, UnitOfWork>(new HttpContextLifetimeManager<IUnitOfWork>())     .RegisterType<ICategoryRepository, CategoryRepository>(new HttpContextLifetimeManager<ICategoryRepository>());                 //Set container for Controller Factory                ControllerBuilder.Current.SetControllerFactory(             new UnityControllerFactory(container)); } In the above ConfigureUnity method, we are registering our types onto Unity container with custom lifetime manager HttpContextLifetimeManager. Let’s call ConfigureUnity method in the Global.asax.cs for set controller factory for Unity and configuring the types with Unity. protected void Application_Start() {     AreaRegistration.RegisterAllAreas();     RegisterGlobalFilters(GlobalFilters.Filters);     RegisterRoutes(RouteTable.Routes);     ConfigureUnity(); } Developing web application using ASP.NET MVC 3 We have created our domain model for our web application and also have created repositories and configured dependencies with Unity container. Now we have to create controller classes and views for doing CRUD operations against the Category entity. Let’s create controller class for Category Category Controller public class CategoryController : Controller {     private readonly ICategoryRepository categoryRepository;     private readonly IUnitOfWork unitOfWork;           public CategoryController(ICategoryRepository categoryRepository, IUnitOfWork unitOfWork)     {         this.categoryRepository = categoryRepository;         this.unitOfWork = unitOfWork;     }       public ActionResult Index()     {         var categories = categoryRepository.All();         return View(categories);     }     [HttpGet]     public ActionResult Edit(int id)     {         var category = categoryRepository.GetById(id);         return View(category);     }       [HttpPost]     public ActionResult Edit(int id, FormCollection collection)     {         var category = categoryRepository.GetById(id);         if (TryUpdateModel(category))         {             unitOfWork.Commit();             return RedirectToAction("Index");         }         else return View(category);                 }       [HttpGet]     public ActionResult Create()     {         var category = new Category();         return View(category);     }           [HttpPost]     public ActionResult Create(Category category)     {         if (!ModelState.IsValid)         {             return View("Create", category);         }                     categoryRepository.Add(category);         unitOfWork.Commit();         return RedirectToAction("Index");     }       [HttpPost]     public ActionResult Delete(int  id)     {         var category = categoryRepository.GetById(id);         categoryRepository.Delete(category);         unitOfWork.Commit();         var categories = categoryRepository.All();         return PartialView("CategoryList", categories);       }        } Creating Views in Razor Now we are going to create views in Razor for our ASP.NET MVC 3 application.  Let’s create a partial view CategoryList.cshtml for listing category information and providing link for Edit and Delete operations. CategoryList.cshtml @using MyFinance.Helpers; @using MyFinance.Domain; @model IEnumerable<Category>      <table>         <tr>         <th>Actions</th>         <th>Name</th>          <th>Description</th>         </tr>     @foreach (var item in Model) {             <tr>             <td>                 @Html.ActionLink("Edit", "Edit",new { id = item.CategoryId })                 @Ajax.ActionLink("Delete", "Delete", new { id = item.CategoryId }, new AjaxOptions { Confirm = "Delete Expense?", HttpMethod = "Post", UpdateTargetId = "divCategoryList" })                           </td>             <td>                 @item.Name             </td>             <td>                 @item.Description             </td>         </tr>         }       </table>     <p>         @Html.ActionLink("Create New", "Create")     </p> The delete link is providing Ajax functionality using the Ajax.ActionLink. This will call an Ajax request for Delete action method in the CategoryCotroller class. In the Delete action method, it will return Partial View CategoryList after deleting the record. We are using CategoryList view for the Ajax functionality and also for Index view using for displaying list of category information. Let’s create Index view using partial view CategoryList  Index.chtml @model IEnumerable<MyFinance.Domain.Category> @{     ViewBag.Title = "Index"; }    <h2>Category List</h2>    <script src="@Url.Content("~/Scripts/jquery.unobtrusive-ajax.min.js")" type="text/javascript"></script>    <div id="divCategoryList">               @Html.Partial("CategoryList", Model) </div> We can call the partial views using Html.Partial helper method. Now we are going to create View pages for insert and update functionality for the Category. Both view pages are sharing common user interface for entering the category information. So I want to create an EditorTemplate for the Category information. We have to create the EditorTemplate with the same name of entity object so that we can refer it on view pages using @Html.EditorFor(model => model) . So let’s create template with name Category. Category.cshtml @model MyFinance.Domain.Category <div class="editor-label"> @Html.LabelFor(model => model.Name) </div> <div class="editor-field"> @Html.EditorFor(model => model.Name) @Html.ValidationMessageFor(model => model.Name) </div> <div class="editor-label"> @Html.LabelFor(model => model.Description) </div> <div class="editor-field"> @Html.EditorFor(model => model.Description) @Html.ValidationMessageFor(model => model.Description) </div> Let’s create view page for insert Category information @model MyFinance.Domain.Category   @{     ViewBag.Title = "Save"; }   <h2>Create</h2>   <script src="@Url.Content("~/Scripts/jquery.validate.min.js")" type="text/javascript"></script> <script src="@Url.Content("~/Scripts/jquery.validate.unobtrusive.min.js")" type="text/javascript"></script>   @using (Html.BeginForm()) {     @Html.ValidationSummary(true)     <fieldset>         <legend>Category</legend>                @Html.EditorFor(model => model)               <p>             <input type="submit" value="Create" />         </p>     </fieldset> }   <div>     @Html.ActionLink("Back to List", "Index") </div> ViewStart file In Razor views, we can add a file named _viewstart.cshtml in the views directory  and this will be shared among the all views with in the Views directory. The below code in the _viewstart.cshtml, sets the Layout page for every Views in the Views folder.     @{     Layout = "~/Views/Shared/_Layout.cshtml"; } Tomorrow, we will cotinue the second part of this article. :)

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Email not working on testing site in Plesk before DNS switch

    - by Dilip Rajkumar
    I have to test my website before my DNS is swtiched to the new server. My New server is having Plesk. I changed my hosts file to point to the new server and I tested the site. My Site is working fine. However, When I try to register I have 2 emails sent one to the user and one to the admin. Admin email id is same as the server name for example my site name is test.com the admin email is [email protected]. So email is not sent to the admin. I know the email is not sent because the Plesk his searching its own dns instead of Global public DNS. Do any one know how to make my site see public DNS on sending email in Plesk. If I set Goole Public DNS 8.8.8.8 for MS record will it work.. Please guide me. Thanks in advance..

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  • Adventures in MVVM &ndash; My ViewModel Base

    - by Brian Genisio's House Of Bilz
    More Adventures in MVVM First, I’d like to say: THIS IS NOT A NEW MVVM FRAMEWORK. I tend to believe that MVVM support code should be specific to the system you are building and the developers working on it.  I have yet to find an MVVM framework that does everything I want it to without doing too much.  Don’t get me wrong… there are some good frameworks out there.  I just like to pick and choose things that make sense for me.  I’d also like to add that some of these features only work in WPF.  As of Silveright 4, they don’t support binding to dynamic properties, so some of the capabilities are lost. That being said, I want to share my ViewModel base class with the world.  I have had several conversations with people about the problems I have solved using this ViewModel base.  A while back, I posted an article about some experiments with a “Rails Inspired ViewModel”.  What followed from those ideas was a ViewModel base class that I take with me and use in my projects.  It has a lot of features, all designed to reduce the friction in writing view models. I have put the code out on Codeplex under the project: ViewModelSupport. Finally, this article focuses on the ViewModel and only glosses over the View and the Model.  Without all three, you don’t have MVVM.  But this base class is for the ViewModel, so that is what I am focusing on. Features: Automatic Command Plumbing Property Change Notification Strongly Typed Property Getter/Setters Dynamic Properties Default Property values Derived Properties Automatic Method Execution Command CanExecute Change Notification Design-Time Detection What about Silverlight? Automatic Command Plumbing This feature takes the plumbing out of creating commands.  The common pattern for commands in a ViewModel is to have an Execute method as well as an optional CanExecute method.  To plumb that together, you create an ICommand Property, and set it in the constructor like so: Before public class AutomaticCommandViewModel { public AutomaticCommandViewModel() { MyCommand = new DelegateCommand(Execute_MyCommand, CanExecute_MyCommand); } public void Execute_MyCommand() { // Do something } public bool CanExecute_MyCommand() { // Are we in a state to do something? return true; } public DelegateCommand MyCommand { get; private set; } } With the base class, this plumbing is automatic and the property (MyCommand of type ICommand) is created for you.  The base class uses the convention that methods be prefixed with Execute_ and CanExecute_ in order to be plumbed into commands with the property name after the prefix.  You are left to be expressive with your behavior without the plumbing.  If you are wondering how CanExecuteChanged is raised, see the later section “Command CanExecute Change Notification”. After public class AutomaticCommandViewModel : ViewModelBase { public void Execute_MyCommand() { // Do something } public bool CanExecute_MyCommand() { // Are we in a state to do something? return true; } }   Property Change Notification One thing that always kills me when implementing ViewModels is how to make properties that notify when they change (via the INotifyPropertyChanged interface).  There have been many attempts to make this more automatic.  My base class includes one option.  There are others, but I feel like this works best for me. The common pattern (without my base class) is to create a private backing store for the variable and specify a getter that returns the private field.  The setter will set the private field and fire an event that notifies the change, only if the value has changed. Before public class PropertyHelpersViewModel : INotifyPropertyChanged { private string text; public string Text { get { return text; } set { if(text != value) { text = value; RaisePropertyChanged("Text"); } } } protected void RaisePropertyChanged(string propertyName) { var handlers = PropertyChanged; if(handlers != null) handlers(this, new PropertyChangedEventArgs(propertyName)); } public event PropertyChangedEventHandler PropertyChanged; } This way of defining properties is error-prone and tedious.  Too much plumbing.  My base class eliminates much of that plumbing with the same functionality: After public class PropertyHelpersViewModel : ViewModelBase { public string Text { get { return Get<string>("Text"); } set { Set("Text", value);} } }   Strongly Typed Property Getters/Setters It turns out that we can do better than that.  We are using a strongly typed language where the use of “Magic Strings” is often frowned upon.  Lets make the names in the getters and setters strongly typed: A refinement public class PropertyHelpersViewModel : ViewModelBase { public string Text { get { return Get(() => Text); } set { Set(() => Text, value); } } }   Dynamic Properties In C# 4.0, we have the ability to program statically OR dynamically.  This base class lets us leverage the powerful dynamic capabilities in our ecosystem. (This is how the automatic commands are implemented, BTW)  By calling Set(“Foo”, 1), you have now created a dynamic property called Foo.  It can be bound against like any static property.  The opportunities are endless.  One great way to exploit this behavior is if you have a customizable view engine with templates that bind to properties defined by the user.  The base class just needs to create the dynamic properties at runtime from information in the model, and the custom template can bind even though the static properties do not exist. All dynamic properties still benefit from the notifiable capabilities that static properties do. For any nay-sayers out there that don’t like using the dynamic features of C#, just remember this: the act of binding the View to a ViewModel is dynamic already.  Why not exploit it?  Get over it :) Just declare the property dynamically public class DynamicPropertyViewModel : ViewModelBase { public DynamicPropertyViewModel() { Set("Foo", "Bar"); } } Then reference it normally <TextBlock Text="{Binding Foo}" />   Default Property Values The Get() method also allows for default properties to be set.  Don’t set them in the constructor.  Set them in the property and keep the related code together: public string Text { get { return Get(() => Text, "This is the default value"); } set { Set(() => Text, value);} }   Derived Properties This is something I blogged about a while back in more detail.  This feature came from the chaining of property notifications when one property affects the results of another, like this: Before public class DependantPropertiesViewModel : ViewModelBase { public double Score { get { return Get(() => Score); } set { Set(() => Score, value); RaisePropertyChanged("Percentage"); RaisePropertyChanged("Output"); } } public int Percentage { get { return (int)(100 * Score); } } public string Output { get { return "You scored " + Percentage + "%."; } } } The problem is: The setter for Score has to be responsible for notifying the world that Percentage and Output have also changed.  This, to me, is backwards.    It certainly violates the “Single Responsibility Principle.” I have been bitten in the rear more than once by problems created from code like this.  What we really want to do is invert the dependency.  Let the Percentage property declare that it changes when the Score Property changes. After public class DependantPropertiesViewModel : ViewModelBase { public double Score { get { return Get(() => Score); } set { Set(() => Score, value); } } [DependsUpon("Score")] public int Percentage { get { return (int)(100 * Score); } } [DependsUpon("Percentage")] public string Output { get { return "You scored " + Percentage + "%."; } } }   Automatic Method Execution This one is extremely similar to the previous, but it deals with method execution as opposed to property.  When you want to execute a method triggered by property changes, let the method declare the dependency instead of the other way around. Before public class DependantMethodsViewModel : ViewModelBase { public double Score { get { return Get(() => Score); } set { Set(() => Score, value); WhenScoreChanges(); } } public void WhenScoreChanges() { // Handle this case } } After public class DependantMethodsViewModel : ViewModelBase { public double Score { get { return Get(() => Score); } set { Set(() => Score, value); } } [DependsUpon("Score")] public void WhenScoreChanges() { // Handle this case } }   Command CanExecute Change Notification Back to Commands.  One of the responsibilities of commands that implement ICommand – it must fire an event declaring that CanExecute() needs to be re-evaluated.  I wanted to wait until we got past a few concepts before explaining this behavior.  You can use the same mechanism here to fire off the change.  In the CanExecute_ method, declare the property that it depends upon.  When that property changes, the command will fire a CanExecuteChanged event, telling the View to re-evaluate the state of the command.  The View will make appropriate adjustments, like disabling the button. DependsUpon works on CanExecute methods as well public class CanExecuteViewModel : ViewModelBase { public void Execute_MakeLower() { Output = Input.ToLower(); } [DependsUpon("Input")] public bool CanExecute_MakeLower() { return !string.IsNullOrWhiteSpace(Input); } public string Input { get { return Get(() => Input); } set { Set(() => Input, value);} } public string Output { get { return Get(() => Output); } set { Set(() => Output, value); } } }   Design-Time Detection If you want to add design-time data to your ViewModel, the base class has a property that lets you ask if you are in the designer.  You can then set some default values that let your designer see what things might look like in runtime. Use the IsInDesignMode property public DependantPropertiesViewModel() { if(IsInDesignMode) { Score = .5; } }   What About Silverlight? Some of the features in this base class only work in WPF.  As of version 4, Silverlight does not support binding to dynamic properties.  This, in my opinion, is a HUGE limitation.  Not only does it keep you from using many of the features in this ViewModel, it also keeps you from binding to ViewModels designed in IronRuby.  Does this mean that the base class will not work in Silverlight?  No.  Many of the features outlined in this article WILL work.  All of the property abstractions are functional, as long as you refer to them statically in the View.  This, of course, means that the automatic command hook-up doesn’t work in Silverlight.  You need to plumb it to a static property in order for the Silverlight View to bind to it.  Can I has a dynamic property in SL5?     Good to go? So, that concludes the feature explanation of my ViewModel base class.  Feel free to take it, fork it, whatever.  It is hosted on CodePlex.  When I find other useful additions, I will add them to the public repository.  I use this base class every day.  It is mature, and well tested.  If, however, you find any problems with it, please let me know!  Also, feel free to suggest patches to me via the CodePlex site.  :)

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  • Particle and Physics problem.

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

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  • Inventory Management concepts in XNA game

    - by user1332755
    I am trying to code the inventory system in my first real game so I have very little experience in both c# and game engine development. Basically, I need some general guidance and tips with how to structure and organize these sorts of systems. Please tell me if I am on the right track or not before I get too deep into making some badly structured system. It's fine if you don't feel like looking through my code, suggestions about general structure would also be appreciated. What I am aiming to end up with is some sort of system like Minecraft or Terraria. It must include: main inventory GUI (items can be dragged and placed in whatever slot desired Itembar outside of the main inventory which can be assigned to certain items the ability to use items from either location So far, I have 4 main classes: Inventory holds the general info and methods, inventoryslot holds info for individual slots, Itembar holds all info and methods for itself, and finally, ItemManager to manage interactions between the two and hold a master list of items. So far, my itembar works perfectly and interacts well with mousedragging items into and out of it as well as activating the item effect. Here is the code I have so far: (there is a lot but I will try to keep it relevant) This is the code for the itembar on the main screen: class Itembar { public Texture2D itembarfull, iSelected; public static Rectangle itembar = new Rectangle(5, 218, 40, 391); public Rectangle box1 = new Rectangle(itembar.X, 218, 40, 40); //up to 10 Rectangles for each slot public int Selected = 0; private ItemManager manager; public Itembar(Texture2D texture, Texture2D texture3, ItemManager mann) { itembarfull = texture; iSelected = texture3; manager = mann; } public void Update(GameTime gametime) { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw( itembarfull, new Vector2 (itembar.X, itembar.Y), null, Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 1.0f); if (Selected == 1) spriteBatch.Draw(iSelected, new Rectangle(box1.X-3, box1.Y-3, box1.Width+6, box1.Height+6), Color.White); //goes up to 10 slots } public int Box1Query() { foreach (Item item in manager.items) { if(box1.Contains(item.BoundingBox)) return manager.items.IndexOf(item); } return 999; } //10 different box queries It is working fine right now. I just put an Item in there and the box will query things like the item's effects, stack number, consumable or not etc...This one is basically almost complete. Here is the main inventory class: class Inventory { public bool isActive; public List<Rectangle> mainSlots = new List<Rectangle>(24); public List<InventorySlot> mainSlotscheck = new List<InventorySlot>(24); public static Rectangle inv = new Rectangle(841, 469, 156, 231); public Rectangle invfull = new Rectangle(inv.X, inv.Y, inv.Width, inv.Height); public Rectangle inv1 = new Rectangle(inv.X + 4, inv.Y +3, 32, 32); //goes up to inv24 resulting in a 6x4 grid of Rectangles public Inventory() { mainSlots.Add(inv1); mainSlots.Add(inv2); mainSlots.Add(inv3); mainSlots.Add(inv4); //goes up to 24 foreach (Rectangle slot in mainSlots) mainSlotscheck.Add(new InventorySlot(slot)); } //update and draw methods are empty because im not too sure what to put there public int LookforfreeSlot() { int slotnumber = 999; for (int x = 0; x < mainSlots.Count; x++) { if (mainSlotscheck[x].isFree) { slotnumber = x; break; } } return slotnumber; } } } LookforFreeSlot() method is meant to be called when I do AddtoInventory(). I'm kinda stumped about what other things I need to put in this class. Here is the inventorySlot class: (its main purpose is to check the bool "isFree" to see whether or not something already occupies the slot. But i guess it can also do other stuff like get item info.) class InventorySlot { public int X, Y; public int Width = 32, Height = 32; public Vector2 Position; public int slotnumber; public bool free = true; public int? content = null; public bool isFree { get { return free; } set { free = value; } } public InventorySlot(Rectangle slot) { slot = new Rectangle(X, Y, Width, Height); } } } Finally, here is the ItemManager (I am omitting the master list because it is too long) class ItemManager { public List<Item> items = new List<Item>(20); public List<Item> inventory1 = new List<Item>(24); public List<Item> inventory2 = new List<Item>(24); public List<Item> inventory3 = new List<Item>(24); public List<Item> inventory4 = new List<Item>(24); public Texture2D icon, filta; private Rectangle msRect; MouseState mouseState; public int ISelectedIndex; Inventory inventory; SpriteFont font; public void GenerateItems() { items.Add(new Item(new Rectangle(0, 0, 32, 32), icon, font)); items[0].name = "Grass Chip"; items[0].itemID = 0; items[0].consumable = true; items[0].stackable = true; items[0].maxStack = 99; items.Add(new Item(new Rectangle(32, 0, 32, 32), icon, font)); //master list continues. it will generate all items in the game; } public ItemManager(Inventory inv, Texture2D itemsheet, Rectangle mouseRectt, MouseState ms, Texture2D fil, SpriteFont f) { icon = itemsheet; msRect = mouseRectt; filta = fil; mouseState = ms; inventory = inv; font = f; } //once again, no update or draw public void mousedrag() { items[0].DestinationRect = new Rectangle (msRect.X, msRect.Y, 32, 32); items[0].dragging = true; } public void AddtoInventory(Item item) { int index = inventory.LookforfreeSlot(); if (index == 999) return; item.DestinationRect = inventory.mainSlots[index]; inventory.mainSlotscheck[index].content = item.itemID; inventory.mainSlotscheck[index].isFree = false; item.IsActive = true; } } } The mousedrag works pretty well. AddtoInventory doesn't work because LookforfreeSlot doesn't work. Relevant code from the main program: When I want to add something to the main inventory, I do something like this: foreach (Particle ether in ether1.ethers) { if (ether.isCollected) itemmanager.AddtoInventory(itemmanager.items[14]); } This turned out to be much longer than I had expected :( But I hope someone is interested enough to comment.

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  • Data Access Layer - static list objects and caching

    - by Truegilly
    Hello, i am devloping a site using .net MVC i have a data access layer which basically consists of static list objects that are created from data within my database. The method that rebuilds this data first clears all the list objects. Once they are empty it then add the data. Here is an example of one of the lists im using. its a method which generates all the UK postcodes. there are about 50 methods similar to this in my application that return all sorts of information, such as towns, regions, members, emails etc. public static List<PostCode> AllPostCodes = new List<PostCode>(); when the rebuild method is called it first clears the list. ListPostCodes.AllPostCodes.Clear(); next it re-bulilds the data, by calling the GetAllPostCodes() method /// <summary> /// static method that returns all the UK postcodes /// </summary> public static void GetAllPostCodes() { using (fab_dataContextDataContext db = new fab_dataContextDataContext()) { IQueryable AllPostcodeData = from data in db.PostCodeTables select data; IDbCommand cmd = db.GetCommand(AllPostcodeData); SqlDataAdapter adapter = new SqlDataAdapter(); adapter.SelectCommand = (SqlCommand)cmd; DataSet dataSet = new DataSet(); cmd.Connection.Open(); adapter.FillSchema(dataSet, SchemaType.Source); adapter.Fill(dataSet); cmd.Connection.Close(); // crete the objects foreach (DataRow row in dataSet.Tables[0].Rows) { PostCode postcode = new PostCode(); postcode.ID = Convert.ToInt32(row["PostcodeID"]); postcode.Outcode = row["OutCode"].ToString(); postcode.Latitude = Convert.ToDouble(row["Latitude"]); postcode.Longitude = Convert.ToDouble(row["Longitude"]); postcode.TownID = Convert.ToInt32(row["TownID"]); AllPostCodes.Add(postcode); postcode = null; } } } The rebuild occurs every 1 hour. this ensures that every 1 hour the site will have fresh set of cached data. the issue ive got is that occasionally if during a rebuild, the server will be hit by a request and an exception is thrown. The exception is "Index was outside the bounds of the array." it is due to when a list is being cleared. ListPostCodes.AllPostCodes.Clear(); - // throws exception - although its not always in regard to this list. Once this exception is thrown application dies, All users are affected. I have to restart the server to fix it. i have 2 questions... If i utilise caching instead of static objects would this help ? Is there any way i can say "while the rebuild is taking place, wait for it to complete until accepting requests" any help is most appricaiated ;) truegilly

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  • global static boolean pointer causes segmentation fault using pthread

    - by asksw0rder
    New to pthread programming, and stuck on this error when working on a C++&C mixed code. What I have done is to call the c code in the thread created by the c++ code. There is a static boolean pointer used in the thread and should got free when the thread finishes. However I noticed that every time when the program processed into the c function, the value of the boolean pointer would be changed and the segmentation fault then happened due to the free(). Detail code is as follows: static bool *is_center; // omit other codes in between ... void streamCluster( PStream* stream) { // some code here ... while(1){ // some code here ... is_center = (bool*)calloc(points.num,sizeof(bool)); // start the parallel thread here. // the c code is invoked in this function. localSearch(&points,kmin, kmax,&kfinal); // parallel free(is_center); } And the function using parallel is as follows (my c code is invoked in each thread): void localSearch( Points* points, long kmin, long kmax, long* kfinal ) { pthread_barrier_t barrier; pthread_t* threads = new pthread_t[nproc]; pkmedian_arg_t* arg = new pkmedian_arg_t[nproc]; pthread_barrier_init(&barrier,NULL,nproc); for( int i = 0; i < nproc; i++ ) { arg[i].points = points; arg[i].kmin = kmin; arg[i].kmax = kmax; arg[i].pid = i; arg[i].kfinal = kfinal; arg[i].barrier = &barrier; pthread_create(threads+i,NULL,localSearchSub,(void*)&arg[i]); } for ( int i = 0; i < nproc; i++) { pthread_join(threads[i],NULL); } delete[] threads; delete[] arg; pthread_barrier_destroy(&barrier); } Finally the function calling my c code: void* localSearchSub(void* arg_) { // omit some initialize code... // my code begin_papi_thread(&eventSet); // Processing k-means, omit codes. // is_center value will be updated correctly // my code end_papi_thread(&eventSet); // when jumping into this, error happens return NULL; } And from gdb, what I have got for the is_center is: Breakpoint 2, localSearchSub (arg_=0x600000000000bc40) at streamcluster.cpp:1711 1711 end_papi_thread(&eventSet); (gdb) s Hardware watchpoint 1: is_center Old value = (bool *) 0x600000000000bba0 New value = (bool *) 0xa93f3 0x400000000000d8d1 in localSearchSub (arg_=0x600000000000bc40) at streamcluster.cpp:1711 1711 end_papi_thread(&eventSet); Any suggestions? Thanks in advance!

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