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  • PHP security regarding login

    - by piers
    I have read a lot about PHP login security recently, but many questions on Stack Overflow regarding security are outdated. I understand bcrypt is one of the best ways of hashing passwords today. However, for my site, I believe sha512 will do very well, at least to begin with. (I mean bcrypt is for bigger sites, sites that require high security, right?) I´m also wonder about salting. Is it necessary for every password to have its own unique salt? Should I have one field for the salt and one for the password in my database table? What would be a decent salt today? Should I join the username together with the password and add a random word/letter/special character combination to it? Thanks for your help!

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  • Internet Explorer 10 Release Preview now available for Windows 7 SP1!

    - by KeithMayer
    This week, the IE team released IE 10 Release Preview for Windows 7 SP1 and Windows Server 2008 R2 SP1!  You can download IE10 Release Preview for evaluation and testing (remember, it's still pre-release software) from the following link location ... Download IE10 Release Preview: http://windows.microsoft.com/en-US/internet-explorer/downloads/ie-10/worldwide-languages You can get at overview of What's New in Internet Explorer 10 at: Internet Explorer 10 FAQ for IT Pros Of course, you can also get the full release of IE10 by downloading Windows 8 at http://aka.ms/dlw8rtm What's Next? After downloading IE10 Release Preview, begin setting up your lab environment to plan for how you'll customize and deploy IE10 in your environment when it's released with these resources: IE10 Customization and Administration Internet Explorer Administration Kit (IEAK) 10 Group Policy Settings Reference Hope this helps! Keith Build Your Lab! Download Windows Server 2012 Don’t Have a Lab? Build Your Lab in the Cloud with Windows Azure Virtual Machines Want to Get Certified? Join our Windows Server 2012 "Early Experts" Study Group

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • Apache Server SSL Problems

    - by Kid XD
    Hi There is this weird problem going on with putting ssl on the server I keep on getting this error in the terminal after I already created the .key and .crt files but it keeps on saying I placed the files in the conf.d directory and I already configured the thing so there is something that I did wrong there I also used openssl to create a .key and the .crt files thanks for the help if anyone can service apache2 reload Syntax error on line 1 of /etc/apache2/conf.d/www.domainname.crt Invalid command '-----BEGIN', perhaps misspelled or defined by a module not included in the server configuration Action 'conftest' failed. The Apache error log may have more information. ...fail!

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  • A problem with Bash script

    - by c.sokun
    I want to write a simple script to detect a file created by Windows virus, usually it create an .exe file with the same name as the directory it drop. Here is the script it only work if the path name doesn't contain \n. Can someone help me fix this script please! #!/bin/bash if [ $# == 0 ]; then echo "" echo "==== Give me a directory to begin with! ====" echo "" exit fi for f in `find $1 -name '*.exe'` | do filename=`basename "$f" .exe` dir_name=`dirname "$f"` current_dir_name=`basename "$dir_name"` if [ $filename == $current_dir_name ]; then rm -f "$f" # It can't remove file where path contain space or \n ??!! fi done

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  • What should be the minimal design/scope documentation before development begins?

    - by Oliver Hyde
    I am a junior developer working on my own in the programming aspect of projects. I am given a png file with 5-6 of the pages designed, most times in specific detail. From this I'm asked to develop the back end system needed to maintain the website, usually a cataloging system with products, tags and categories and match the front end to the design. I find myself in a pickle because when I make decisions based on assumptions about the flow of the website, due to a lack of outlining details, I get corrected and am required to rewrite the code to suit what was actually desired. This process happens multiple times throughout a project, often times on the same detail, until it's finally finished, with broken windows all through it. I understand that projects have scope creep, and can appreciate that I need to plan for this, but I feel that in this situation, I'm not receiving enough outlining details to effectively plan for the project, resulting in broken code and a stressed mind. What should be the minimal design/scope documentation I receive before I begin development?

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  • Writing a new programming language - when and how to bootstrap datastructures?

    - by OnResolve
    I'm in the process of writing my own programming language which, thus far, has been going great in terms of what I set out to accomplish. However, now, I'd like to bootstrap some pre-existing data structures and/or objects. My problem is that I'm not really sure on how to begin. When the compiler begins do I splice in these add-ins so their part of the scope of the application? If I make these in some core library, my concern is how I distribute the library in addition to the compiler--or are they part of the compiler? I get that there are probably a number of plausible ways to approach this, but I'm having trouble with the setting my direction. If it helps, the language is on top of the .NET core (i.e it compiles to CLR code). Any help or suggestions are very much appreciated!

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  • SpriteBatch.end() generating null pointer exception

    - by odaymichael
    I am getting a null pointer exception using libGDX that the debugger points as the SpriteBatch.end() line. I was wondering what would cause this. Here is the offending code block, specifically the batch.end() line: batch.begin(); for (int j = 0; j < 3; j++) for (int i = 0; i < 3; i++) if (zoomgrid[i][j].getPiece().getImage() != null) zoomgrid[i][j].getPiece().getImage().draw(batch); batch.end(); The top of the stack is actually a line that calls lastTexture.bind(); In the flush() method of com.badlogic.gdx.graphics.g2d.SpriteBatch. I appreciate any input, let me know if I haven't included enough information.

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  • Let&rsquo;s try this again&hellip;

    - by svanvliet
    So it’s been a really long time since I consistently blogged on my previous ASP.NET blog (and, let’s be honest, it wasn’t that consistent to begin with!)  With the mainstream use of microblogging sites like Facebook and Twitter, I’ve been able to post more frequent updates (http://www.facebook.com/scott.vanvliet & http://twitter.com/scottvanvliet) but haven’t really authored any good content lately. Well, I decided it’s time for me to try again! I’ve relocated my blog from the ASP.NET weblogs site to my new home here at http://geekswithblogs.net (thanks @jjulian and @jalexander!)  I hope to be posting musings on here about Silverlight, motion graphics, digital media, digital supply chain, and even personal/fun stuff. Stay tuned!

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  • iPhone SDK vs. Windows Phone 7 Series SDK Challenge, Part 2: MoveMe

    In this series, I will be taking sample applications from the iPhone SDK and implementing them on Windows Phone 7 Series.  My goal is to do as much of an apples-to-apples comparison as I can.  This series will be written to not only compare and contrast how easy or difficult it is to complete tasks on either platform, how many lines of code, etc., but Id also like it to be a way for iPhone developers to either get started on Windows Phone 7 Series development, or for developers in general to learn the platform. Heres my methodology: Run the iPhone SDK app in the iPhone Simulator to get a feel for what it does and how it works, without looking at the implementation Implement the equivalent functionality on Windows Phone 7 Series using Silverlight. Compare the two implementations based on complexity, functionality, lines of code, number of files, etc. Add some functionality to the Windows Phone 7 Series app that shows off a way to make the scenario more interesting or leverages an aspect of the platform, or uses a better design pattern to implement the functionality. You can download Microsoft Visual Studio 2010 Express for Windows Phone CTP here, and the Expression Blend 4 Beta here. If youre seeing this series for the first time, check out Part 1: Hello World. A note on methodologyin the prior post there was some feedback about lines of code not being a very good metric for this exercise.  I dont really disagree, theres a lot more to this than lines of code but I believe that is a relevant metric, even if its not the ultimate one.  And theres no perfect answer here.  So I am going to continue to report the number of lines of code that I, as a developer would need to write in these apps as a data point, and Ill leave it up to the reader to determine how that fits in with overall complexity, etc.  The first example was so basic that I think it was difficult to talk about in real terms.  I think that as these apps get more complex, the subjective differences in concept count and will be more important.  MoveMe The MoveMe app is the main end-to-end app writing example in the iPhone SDK, called Creating an iPhone Application.  This application demonstrates a few concepts, including handling touch input, how to do animations, and how to do some basic transforms. The behavior of the application is pretty simple.  User touches the button: The button does a throb type animation where it scales up and then back down briefly. User drags the button: After a touch begins, moving the touch point will drag the button around with the touch. User lets go of the button: The button animates back to its original position, but does a few small bounces as it reaches its original point, which makes the app fun and gives it an extra bit of interactivity. Now, how would I write an app that meets this spec for Windows Phone 7 Series, and how hard would it be?  Lets find out!     Implementing the UI Okay, lets build the UI for this application.  In the HelloWorld example, we did all the UI design in Visual Studio and/or by hand in XAML.  In this example, were going to use the Expression Blend 4 Beta. You might be wondering when to use Visual Studio, when to use Blend, and when to do XAML by hand.  Different people will have different takes on this, but heres mine: XAML by hand simple UI that doesnt contain animations, gradients, etc., and or UI that I want to really optimize and craft when I know exactly what I want to do. Visual Studio Basic UI layout, property setting, data binding, etc. Blend Any serious design work needs to be done in Blend, including animations, handling states and transitions, styling and templating, editing resources. As in Part 1, go ahead and fire up Visual Studio 2010 Express for Windows Phone (yes, soon it will take longer to say the name of our products than to start them up!), and create a new Windows Phone Application.  As in Part 1, clear out the XAML from the designer.  An easy way to do this is to just: Click on the design surface Hit Control+A Hit Delete Theres a little bit left over (the Grid.RowDefinitions element), just go ahead and delete that element so were starting with a clean state of only one outer Grid element. To use Blend, we need to save this project.  See, when you create a project with Visual Studio Express, it doesnt commit it to the disk (well, in a place where you can find it, at least) until you actually save the project.  This is handy if youre doing some fooling around, because it doesnt clutter your disk with WindowsPhoneApplication23-like directories.  But its also kind of dangerous, since when you close VS, if you dont save the projectits all gone.  Yes, this has bitten me since I was saving files and didnt remember that, so be careful to save the project/solution via Save All, at least once. So, save and note the location on disk.  Start Expression Blend 4 Beta, and chose File > Open Project/Solution, and load your project.  You should see just about the same thing you saw over in VS: a blank, black designer surface. Now, thinking about this application, we dont really need a button, even though it looks like one.  We never click it.  So were just going to create a visual and use that.  This is also true in the iPhone example above, where the visual is actually not a button either but a jpg image with a nice gradient and round edges.  Well do something simple here that looks pretty good. In Blend, look in the tool pane on the left for the icon that looks like the below (the highlighted one on the left), and hold it down to get the popout menu, and choose Border:    Okay, now draw out a box in the middle of the design surface of about 300x100.  The Properties Pane to the left should show the properties for this item. First, lets make it more visible by giving it a border brush.  Set the BorderBrush to white by clicking BorderBrush and dragging the color selector all the way to the upper right in the palette.  Then, down a bit farther, make the BorderThickness 4 all the way around, and the CornerRadius set to 6. In the Layout section, do the following to Width, Height, Horizontal and Vertical Alignment, and Margin (all 4 margin values): Youll see the outline now is in the middle of the design surface.  Now lets give it a background color.  Above BorderBrush select Background, and click the third tab over: Gradient Brush.  Youll see a gradient slider at the bottom, and if you click the markers, you can edit the gradient stops individually (or add more).  In this case, you can select something you like, but wheres what I chose: Left stop: #BFACCFE2 (I just picked a spot on the palette and set opacity to 75%, no magic here, feel free to fiddle these or just enter these numbers into the hex area and be done with it) Right stop: #FF3E738F Okay, looks pretty good.  Finally set the name of the element in the Name field at the top of the Properties pane to welcome. Now lets add some text.  Just hit T and itll select the TextBlock tool automatically: Now draw out some are inside our welcome visual and type Welcome!, then click on the design surface (to exit text entry mode) and hit V to go back into selection mode (or the top item in the tool pane that looks like a mouse pointer).  Click on the text again to select it in the tool pane.  Just like the border, we want to center this.  So set HorizontalAlignment and VerticalAlignment to Center, and clear the Margins: Thats it for the UI.  Heres how it looks, on the design surface: Not bad!  Okay, now the fun part Adding Animations Using Blend to build animations is a lot of fun, and its easy.  In XAML, I can not only declare elements and visuals, but also I can declare animations that will affect those visuals.  These are called Storyboards. To recap, well be doing two animations: The throb animation when the element is touched The center animation when the element is released after being dragged. The throb animation is just a scale transform, so well do that first.  In the Objects and Timeline Pane (left side, bottom half), click the little + icon to add a new Storyboard called touchStoryboard: The timeline view will appear.  In there, click a bit to the right of 0 to create a keyframe at .2 seconds: Now, click on our welcome element (the Border, not the TextBlock in it), and scroll to the bottom of the Properties Pane.  Open up Transform, click the third tab ("Scale), and set X and Y to 1.2: This all of this says that, at .2 seconds, I want the X and Y size of this element to scale to 1.2. In fact you can see this happen.  Push the Play arrow in the timeline view, and youll see the animation run! Lets make two tweaks.  First, we want the animation to automatically reverse so it scales up then back down nicely. Click in the dropdown that says touchStoryboard in Objects and Timeline, then in the Properties pane check Auto Reverse: Now run it again, and youll see it go both ways. Lets even make it nicer by adding an easing function. First, click on the Render Transform item in the Objects tree, then, in the Property Pane, youll see a bunch of easing functions to choose from.  Feel free to play with this, then seeing how each runs.  I chose Circle In, but some other ones are fun.  Try them out!  Elastic In is kind of fun, but well stick with Circle In.  Thats it for that animation. Now, we also want an animation to move the Border back to its original position when the user ends the touch gesture.  This is exactly the same process as above, but just targeting a different transform property. Create a new animation called releaseStoryboard Select a timeline point at 1.2 seconds. Click on the welcome Border element again Scroll to the Transforms panel at the bottom of the Properties Pane Choose the first tab (Translate), which may already be selected Set both X and Y values to 0.0 (we do this just to make the values stick, because the value is already 0 and we need Blend to know we want to save that value) Click on RenderTransform in the Objects tree In the properties pane, choose Bounce Out Set Bounces to 6, and Bounciness to 4 (feel free to play with these as well) Okay, were done. Note, if you want to test this Storyboard, you have to do something a little tricky because the final value is the same as the initial value, so playing it does nothing.  If you want to play with it, do the following: Next to the selection dropdown, hit the little "x (Close Storyboard) Go to the Translate Transform value for welcome Set X,Y to 50, 200, respectively (or whatever) Select releaseStoryboard again from the dropdown Hit play, see it run Go into the object tree and select RenderTransform to change the easing function. When youre done, hit the Close Storyboard x again and set the values in Transform/Translate back to 0 Wiring Up the Animations Okay, now go back to Visual Studio.  Youll get a prompt due to the modification of MainPage.xaml.  Hit Yes. In the designer, click on the welcome Border element.  In the Property Browser, hit the Events button, then double click each of ManipulationStarted, ManipulationDelta, ManipulationCompleted.  Youll need to flip back to the designer from code, after each double click. Its code time.  Here we go. Here, three event handlers have been created for us: welcome_ManipulationStarted: This will execute when a manipulation begins.  Think of it as MouseDown. welcome_ManipulationDelta: This executes each time a manipulation changes.  Think MouseMove. welcome_ManipulationCompleted: This will  execute when the manipulation ends. Think MouseUp. Now, in ManipuliationStarted, we want to kick off the throb animation that we called touchAnimation.  Thats easy: 1: private void welcome_ManipulationStarted(object sender, ManipulationStartedEventArgs e) 2: { 3: touchStoryboard.Begin(); 4: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Likewise, when the manipulation completes, we want to re-center the welcome visual with our bounce animation: 1: private void welcome_ManipulationCompleted(object sender, ManipulationCompletedEventArgs e) 2: { 3: releaseStoryboard.Begin(); 4: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Note there is actually a way to kick off these animations from Blend directly via something called Triggers, but I think its clearer to show whats going on like this.  A Trigger basically allows you to say When this event fires, trigger this Storyboard, so its the exact same logical process as above, but without the code. But how do we get the object to move?  Well, for that we really dont want an animation because we want it to respond immediately to user input. We do this by directly modifying the transform to match the offset for the manipulation, and then well let the animation bring it back to zero when the manipulation completes.  The manipulation events do a great job of keeping track of all the stuff that you usually had to do yourself when doing drags: where you started from, how far youve moved, etc. So we can easily modify the position as below: 1: private void welcome_ManipulationDelta(object sender, ManipulationDeltaEventArgs e) 2: { 3: CompositeTransform transform = (CompositeTransform)welcome.RenderTransform; 4:   5: transform.TranslateX = e.CumulativeManipulation.Translation.X; 6: transform.TranslateY = e.CumulativeManipulation.Translation.Y; 7: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Thats it! Go ahead and run the app in the emulator.  I suggest running without the debugger, its a little faster (CTRL+F5).  If youve got a machine that supports DirectX 10, youll see nice smooth GPU accelerated graphics, which also what it looks like on the phone, running at about 60 frames per second.  If your machine does not support DX10 (like the laptop Im writing this on!), it wont be quite a smooth so youll have to take my word for it! Comparing Against the iPhone This is an example where the flexibility and power of XAML meets the tooling of Visual Studio and Blend, and the whole experience really shines.  So, for several things that are declarative and 100% toolable with the Windows Phone 7 Series, this example does them with code on the iPhone.  In parens is the lines of code that I count to do these operations. PlacardView.m: 19 total LOC Creating the view that hosts the button-like image and the text Drawing the image that is the background of the button Drawing the Welcome text over the image (I think you could technically do this step and/or the prior one using Interface Builder) MoveMeView.m:  63 total LOC Constructing and running the scale (throb) animation (25) Constructing the path describing the animation back to center plus bounce effect (38) Beyond the code count, yy experience with doing this kind of thing in code is that its VERY time intensive.  When I was a developer back on Windows Forms, doing GDI+ drawing, we did this stuff a lot, and it took forever!  You write some code and even once you get it basically working, you see its not quite right, you go back, tweak the interval, or the math a bit, run it again, etc.  You can take a look at the iPhone code here to judge for yourself.  Scroll down to animatePlacardViewToCenter toward the bottom.  I dont think this code is terribly complicated, but its not what Id call simple and its not at all simple to get right. And then theres a few other lines of code running around for setting up the ViewController and the Views, about 15 lines between MoveMeAppDelegate, PlacardView, and MoveMeView, plus the assorted decls in the h files. Adding those up, I conservatively get something like 100 lines of code (19+63+15+decls) on iPhone that I have to write, by hand, to make this project work. The lines of code that I wrote in the examples above is 5 lines of code on Windows Phone 7 Series. In terms of incremental concept counts beyond the HelloWorld app, heres a shot at that: iPhone: Drawing Images Drawing Text Handling touch events Creating animations Scaling animations Building a path and animating along that Windows Phone 7 Series: Laying out UI in Blend Creating & testing basic animations in Blend Handling touch events Invoking animations from code This was actually the first example I tried converting, even before I did the HelloWorld, and I was pretty surprised.  Some of this is luck that this app happens to match up with the Windows Phone 7 Series platform just perfectly.  In terms of time, I wrote the above application, from scratch, in about 10 minutes.  I dont know how long it would take a very skilled iPhone developer to write MoveMe on that iPhone from scratch, but if I was to write it on Silverlight in the same way (e.g. all via code), I think it would likely take me at least an hour or two to get it all working right, maybe more if I ended up picking the wrong strategy or couldnt get the math right, etc. Making Some Tweaks Silverlight contains a feature called Projections to do a variety of 3D-like effects with a 2D surface. So lets play with that a bit. Go back to Blend and select the welcome Border in the object tree.  In its properties, scroll down to the bottom, open Transform, and see Projection at the bottom.  Set X,Y,Z to 90.  Youll see the element kind of disappear, replaced by a thin blue line. Now Create a new animation called startupStoryboard. Set its key time to .5 seconds in the timeline view Set the projection values above to 0 for X, Y, and Z. Save Go back to Visual Studio, and in the constructor, add the following bold code (lines 7-9 to the constructor: 1: public MainPage() 2: { 3: InitializeComponent(); 4:   5: SupportedOrientations = SupportedPageOrientation.Portrait; 6:   7: this.Loaded += (s, e) => 8: { 9: startupStoryboard.Begin(); 10: }; 11: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } If the code above looks funny, its using something called a lambda in C#, which is an inline anonymous method.  Its just a handy shorthand for creating a handler like the manipulation ones above. So with this youll get a nice 3D looking fly in effect when the app starts up.  Here it is, in flight: Pretty cool!Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Beginning Game Development on iPhone/iPad [closed]

    - by Ilya Knaup
    I'm willing to begin learning iPhone Game development. The problem is that I've found many resources for older models of iPad and iPhone. As you know now both have retina displays and amazingly fast graphics processors (Older resources don't take advantage of it). So I'm here to ask you for help on how to kickoff the development. Any recent tools, libraries, standards etc. Is there anything you can recommend? Ideally game should work on both iPad and iPhone, Retina and non Retina. It's going be a 2d / cartoon graphics based game with intense touching (So detecting touches quiet fast is a must have). Any advice, everything you that could help us started is very much appreciated.

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  • Can't decide between Java or Python for college [on hold]

    - by Will Harrison
    I'm returning to college in about a month for Computer Science. My problem is, I have been programming on the web since I left (4 years ago), using PHP, ASP.NET, and JavaScript. I want to bone up on a more general purpose language that is cross platform before I begin. I would also like to be using a language that is common at my school and I know that they teach the students C++, Java, and Python. I would like to choose between Java or Python but I'm not sure which one. What do you think would be better based on job prospects in the next 2 years and community?

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  • How to build a Singleton-like dependency injector replacement (Php)

    - by Erparom
    I know out there are a lot of excelent containers, even frameworks almost entirely DI based with good strong IoC classes. However, this doesn't help me to "define" a new pattern. (This is Php code but understandable to anyone) Supose we have: //Declares the singleton class bookSingleton { private $author; private static $bookInstance; private static $isLoaned = FALSE; //The private constructor private function __constructor() { $this->author = "Onecrappy Writer Ofcheap Novels"; } //Sets the global isLoaned state and also gets self instance public static function loanBook() { if (self::$isLoaned === FALSE) { //Book already taken, so return false return FALSE; } else { //Ok, not loaned, lets instantiate (if needed and loan) if (!isset(self::$bookInstance)) { self::$bookInstance = new BookSingleton(); } self::$isLoaned = TRUE; } } //Return loaned state to false, so another book reader can take the book public function returnBook() { $self::$isLoaned = FALSE; } public function getAuthor() { return $this->author; } } Then we get the singelton consumtion class: //Consumes the Singleton class BookBorrower() { private $borrowedBook; private $haveBookState; public function __construct() { this->haveBookState = FALSE; } //Use the singelton-pattern behavior public function borrowBook() { $this->borrowedBook = BookSingleton::loanBook(); //Check if was successfully borrowed if (!this->borrowedBook) { $this->haveBookState = FALSE; } else { $this->haveBookState = TRUE; } } public function returnBook() { $this->borrowedBook->returnBook(); $this->haveBookState = FALSE; } public function getBook() { if ($this->haveBookState) { return "The book is loaned, the author is" . $this->borrowedbook->getAuthor(); } else { return "I don't have the book, perhaps someone else took it"; } } } At last, we got a client, to test the behavior function __autoload($class) { require_once $class . '.php'; } function write ($whatever,$breaks) { for($break = 0;$break<$breaks;$break++) { $whatever .= "\n"; } echo nl2br($whatever); } write("Begin Singleton test", 2); $borrowerJuan = new BookBorrower(); $borrowerPedro = new BookBorrower(); write("Juan asks for the book", 1); $borrowerJuan->borrowBook(); write("Book Borrowed? ", 1); write($borrowerJuan->getAuthorAndTitle(),2); write("Pedro asks for the book", 1); $borrowerPedro->borrowBook(); write("Book Borrowed? ", 1); write($borrowerPedro->getAuthorAndTitle(),2); write("Juan returns the book", 1); $borrowerJuan->returnBook(); write("Returned Book Juan? ", 1); write($borrowerJuan->getAuthorAndTitle(),2); write("Pedro asks again for the book", 1); $borrowerPedro->borrowBook(); write("Book Borrowed? ", 1); write($borrowerPedro->getAuthorAndTitle(),2); This will end up in the expected behavior: Begin Singleton test Juan asks for the book Book Borrowed? The book is loaned, the author is = Onecrappy Writer Ofcheap Novels Pedro asks for the book Book Borrowed? I don't have the book, perhaps someone else took it Juan returns the book Returned Book Juan? I don't have the book, perhaps someone else took it Pedro asks again for the book Book Borrowed? The book is loaned, the author is = Onecrappy Writer Ofcheap Novels So I want to make a pattern based on the DI technique able to do exactly the same, but without singleton pattern. As far as I'm aware, I KNOW I must inject the book inside "borrowBook" function instead of taking a static instance: public function borrowBook(BookNonSingleton $book) { if (isset($this->borrowedBook) || $book->isLoaned()) { $this->haveBook = FALSE; return FALSE; } else { $this->borrowedBook = $book; $this->haveBook = TRUE; return TRUE; } } And at the client, just handle the book: $borrowerJuan = new BookBorrower(); $borrowerJuan-borrowBook(new NonSingletonBook()); Etc... and so far so good, BUT... Im taking the responsability of "single instance" to the borrower, instead of keeping that responsability inside the NonSingletonBook, that since it has not anymore a private constructor, can be instantiated as many times... making instances on each call. So, What does my NonSingletonBook class MUST be in order to never allow borrowers to have this same book twice? (aka) keep the single instance. Because the dependency injector part of the code (borrower) does not solve me this AT ALL. Is it needed the container with an "asShared" method builder with static behavior? No way to encapsulate this functionallity into the Book itself? "Hey Im a book and I shouldn't be instantiated more than once, I'm unique"

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  • Teaching logical/analytical thinking

    - by Joshua
    I have been trial running a club in which I teach programming for the past year and while they have progressed what they really lack is the most fundamental concept to programming, analytical thinking. As I now approach the second year of teaching to the children (aged 12 - 14) I am now realising that before I begin teaching them the syntax and how to actually program an app (or what they would rather, a game) I need to introduce them to analytical thinking first. I have already found Scratch and similar things such as Light-Bot and will most certainly be using the, to teach them how to implement their logical thinking but what I really need are some tips or articles on how to teach analytical thinking itself to children aged 12 - 14. What I'm looking for are some ideas on how to teach the kind of thinking that these kids will need in order to get them into programming, whether that be analytical, logical or critical. How and what should I teach them relating to the way their minds need to be wired when programming solutions to problems?

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  • Intel NUC Video Blur

    - by donopj2
    I recently purchased the D34010WYKH NUC and I figured this would be a great time to make the jump to a Linux based system. I'm running Ubuntu 14.04, and I'm having an issue with video rendering that is driving me mad. Essentially videos (all 1080p mkv files) appear to be slowly blurring, and its most noticeable when the camera remains on a scene for a long period of time. Then all of a sudden the video will correct the blur and the image will be sharp, only to begin happening again followed by more sudden and noticeable corrections. I have seen the exact same issue in both VLC and XBMC and across several different videos. I have installed the latest Intel graphics drivers, and searched the web but to be honest I'm not sure how to accurately describe this problem. I'm also quite new to the OS, so my experience tinkering is limited. Has anyone experienced this type of issue before? Can it be resolved?

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  • Understanding Backtracking in C++

    - by nikhil
    I have a good basic understanding of the fundamentals of C++, I also have an understanding of how recursion works too. I came across certain problems like the classic eight queens problem and solving a Sudoku with Backtracking. I realize that I'm quite lost when it comes to this, I can't seem to be able to get my mind around the concept of going back in the recursion stack and starting again in order to solve the problem. It seems easy with a pen and paper but when it comes to writing code for this, I'm confused on how to begin attacking these problems. It would be helpful if there were a tutorial aimed at beginners to backtracking or if there were a good book where this was covered. If somebody can shed light on this topic or give me some links to decent references, I'd be really grateful. And yes I do know that it would be easier in functional languages but I'd like to understand the implementation in imperative languages too.

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  • Implementing 2D CSG (for collision shapes)?

    - by bluescrn
    Are there any simple (or well documented) algorithms for basic CSG operations on 2D polygons? I'm looking for a way to 'add' a number of overlapping 2D collision shapes. These may be convex or concave, but will be closed shapes, defined as a set of line segments, with no self-intersections. The use of this would be to construct a clean set of collision edges, for use with a 2D physics engine, from a scene consisting of many arbitrarily placed (and frequently overlapping) objects, each with their own collision shape. To begin with, I only need to 'add' shapes, but the ability to 'subtract', to create holes, may also be useful.

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  • How do you approach database design?

    - by bron
    I am primarily a web developer and I have a couple of personal projects which I want to kick off. One thing that is bugging me is database design. I have gone through in school db normalization and stuff like that but it has been a couple of years ago and I have never had experience with relational database design except for school. So how you do you approach database from a web app perspective? How do you begin and what do you look out for? What are flags for caution?

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  • Artifacts when using SamplerState.LinearClamp in SpriteBatch

    - by Raymond Holmboe
    I'm using XNA 4.0 and VS2010 Express for Windows Phone and Windows Phone SDK 7.1. This is a platform game and I have a map made up of 16x16 textures that is drawn dynamically, tile by tile. When using SpriteBatch to draw my map with LinearClamp, I get artifacts that looks like blurry thin lines. They become visible when the camera moves from one pixel to another and when the camera is still, the artifacts disappear. Here's a small sample of what I mean: Here's how I draw with the spritebatch: SBWorld.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, null, camera.View); When using SamplerState.PointClamp the game just plays horribly (IMHO), so I cannot use that. Why do these lines appear and how do I get rid of those?

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  • Day 1 - Finding Like Minds

    - by dapostolov
    So, is being a Game Developer any different from being an IT Developer? I picture a poorly lit environment where I get to purchase my own desk lamp; I'm thinking one of those huge lava lamps that pump out so much heat you could fry an egg on it. To my right: a "great wall" of empty coke cans dwarf me. Eating my last slice of pizza I look across my desk to see a fellow developer with a smug look on his face;  he's just coded his latest module for the game and it looks like he's in nirvana. My duty, of course, is to remind him to keep focused on the job at hand. So, picking up my trusty elastic and aerodynamically crafted paper bullet I begin a 10 minute war of welts and laughter which is promptly abrupted by our Project Manager demanding more details from our morning Scrum meeting. After providing about 5 minutes of geek speak and several words of comfort to make his eyes glaze over...it hits me, the idea for the module...beckoning my developer friend over, we quickly shoo the Project Manager away and begin our brainstorming frenzy ... now, where'd I put that full can of coke? OK. OK. This isn't probably the most ideal game developer environment, but it definitely sounds fun to me...and from what I gather is nothing like most game development companies. But I'm not doing this blog series to "go pro"; like I stated in my first post I want to make a 2D game from an idea my best friend and I drummed up long, long ago. I'm in this for the passion AND I want to see how easy it is for us .Net Developers to create a game. So where do I start? Where can I find like minded individuals? What technologies are there? What do I need to make a video game? The questions are endless....AND...since I already have an idea ... lets start with ... Technology (yes, I'm a geek, live with it...) Technology OK. Predominantly, games are still made in C++ or even C. I'm not sure how much assembly code is floating around lately, however, that is not my concern. I do know C / C++ from my past, enough to even get me by, but I'm mainly interested in a recent, not-so-new, technology called XNA. What is XNA? XNA allows us .Net Developers to make 2D / 3D games for windows, Xbox*, and Windows Mobile 7*. * = for a nominal fee *cough* The following link is your one stop shop to XNA game development: http://creators.xna.com/en-US/education/gettingstarted The above site hosts information such as: - getting started - a sample/instructional shooter game in 2D / 3D with code (if I'm taking too long for you in this blog series) - downloads - starter kits... http://creators.xna.com/en-US/education/starterkits/ And of course...forums. You can also subscribe and pay for their premium membership which gets you some pretty awesome tutorials, resources, downloads, and premium community support. Some general Wiki information about XNA: http://en.wikipedia.org/wiki/XNA_%28Microsoft%29 Community Support OK. Let's move on to industry and community support. Apart from XNA, there are some really cool sites out there, I just haven't found all of them yet. However, I found a really cool Game Development website called Gamastura. You can click on the following link to get you there: http://www.gamasutra.com/ The site is 100% dedicated to "The Art & Business of Making Games". Armed with blogs, twitter, jobs/resumes and most importantly industry news; one could subscribe to the feed and got lost in the wealth of information it provides. On a side note: I remember Gamasutra being around when my best friend and I wanted to make a video game...meaning, they've been around for a while now. I think the most beneficial aspect of this site is to understand the industry you want to get into. Otherwise, it's just a cool site to keep up to date with the industry in general. Another Community Support option is LinkedIn. Amongst the land of extremely bloated achievements and responsibilities lay 3 groups (that I have found) that deal with game development.: http://www.linkedin.com/groups?gid=59205 - Game Developers http://www.linkedin.com/groups?gid=824817 - DirectX Game Developer Network http://www.linkedin.com/groups?gid=756587 - DirectX Developers The Game Developers group in LinkedIn is by far the most active of the three and could possibly provide a wealth of support. What I've done thus far: - I lightly researched the XNA technology - I looked around for some community sites to assist me - I downloaded the XNA Game Studio 3.1 on my PC and installed it on my IDE - I even tried both tutorials! http://creators.xna.com/en-US/education/gettingstarted/bgintro/chapter1   Best Regards D.

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  • When should I tell my boss that I'm thinking about looking for another job?

    - by BeachRunnerJoe
    I'm thinking about looking around for another job, but I don't know when I should tell my boss because I would like to see what kind of opportunities I can land before I even mention it. The reason I'm reluctant to tell him right away is I'm afraid he'll begin the process of replacing me. If I don't tell him while I'm looking around, then I can't use him as a reference and he'd most likely give a great recommendation. If I were to leave and go work for someone else, it wouldn't be until after I finish my current project which ends in two months because I don't want to screw anyone over. How would you approach him about this and when? Thanks in advance for your wisdom!

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  • Starting to make 2D games in C++

    - by Ashley
    I'm fairly experienced with C and C#, but I've only ever created console/windows applications. I'm also experienced with AS3 and I've made some flash games. I want to make proper 2D games in C++, but I have no idea where to begin with graphics. There are entire books devoted to game development in C++ that only work with console applications and I'm finding the lack of resources and tutorials for proper 2D games frustrating... I'm also not particularly interested in using existing engines because I want total control of what I create. I've heard of the Allegro library; is it something important/popular that I should look into? How will I use DirectX? Any resources or links to tutorials or information is greatly appreciated.

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  • Mocking property sets

    In this post, i will be showing how you can mock property sets with your expected values or even action using JustMock. To begin, we have a sample interface: public interface IFoo { int Value { get; set; } } Now,  we can create a mock that will throw on any call other than the one expected, generally its a strict mock and we can do it like: bool expected = false; var foo = Mock.Create<IFoo>(BehaviorMode.Strict); Mock.ArrangeSet(() => { foo.Value = 1; }).DoInstead(() =>...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Mocking property sets

    In this post, i will be showing how you can mock property sets with your expected values or even action using JustMock. To begin, we have a sample interface: public interface IFoo { int Value { get; set; } } Now,  we can create a mock that will throw on any call other than the one expected, generally its a strict mock and we can do it like: bool expected = false; var foo = Mock.Create<IFoo>(BehaviorMode.Strict); Mock.ArrangeSet(() => { foo.Value = 1; }).DoInstead(() =>...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • SQL Table stored as a Heap - the dangers within

    - by MikeD
    Nearly all of the time I create a table, I include a primary key, and often that PK is implemented as a clustered index. Those two don't always have to go together, but in my world they almost always do. On a recent project, I was working on a data warehouse and a set of SSIS packages to import data from an OLTP database into my data warehouse. The data I was importing from the business database into the warehouse was mostly new rows, sometimes updates to existing rows, and sometimes deletes. I decided to use the MERGE statement to implement the insert, update or delete in the data warehouse, I found it quite performant to have a stored procedure that extracted all the new, updated, and deleted rows from the source database and dump it into a working table in my data warehouse, then run a stored proc in the warehouse that was the MERGE statement that took the rows from the working table and updated the real fact table. Use Warehouse CREATE TABLE Integration.MergePolicy (PolicyId int, PolicyTypeKey int, Premium money, Deductible money, EffectiveDate date, Operation varchar(5)) CREATE TABLE fact.Policy (PolicyKey int identity primary key, PolicyId int, PolicyTypeKey int, Premium money, Deductible money, EffectiveDate date) CREATE PROC Integration.MergePolicy as begin begin tran Merge fact.Policy as tgtUsing Integration.MergePolicy as SrcOn (tgt.PolicyId = Src.PolicyId) When not matched by Target then Insert (PolicyId, PolicyTypeKey, Premium, Deductible, EffectiveDate)values (src.PolicyId, src.PolicyTypeKey, src.Premium, src.Deductible, src.EffectiveDate) When matched and src.Operation = 'U' then Update set PolicyTypeKey = src.PolicyTypeKey,Premium = src.Premium,Deductible = src.Deductible,EffectiveDate = src.EffectiveDate When matched and src.Operation = 'D' then Delete ;delete from Integration.WorkPolicy commit end Notice that my worktable (Integration.MergePolicy) doesn't have any primary key or clustered index. I didn't think this would be a problem, since it was relatively small table and was empty after each time I ran the stored proc. For one of the work tables, during the initial loads of the warehouse, it was getting about 1.5 million rows inserted, processed, then deleted. Also, because of a bug in the extraction process, the same 1.5 million rows (plus a few hundred more each time) was getting inserted, processed, and deleted. This was being sone on a fairly hefty server that was otherwise unused, and no one was paying any attention to the time it was taking. This week I received a backup of this database and loaded it on my laptop to troubleshoot the problem, and of course it took a good ten minutes or more to run the process. However, what seemed strange to me was that after I fixed the problem and happened to run the merge sproc when the work table was completely empty, it still took almost ten minutes to complete. I immediately looked back at the MERGE statement to see if I had some sort of outer join that meant it would be scanning the target table (which had about 2 million rows in it), then turned on the execution plan output to see what was happening under the hood. Running the stored procedure again took a long time, and the plan output didn't show me much - 55% on the MERGE statement, and 45% on the DELETE statement, and table scans on the work table in both places. I was surprised at the relative cost of the DELETE statement, because there were really 0 rows to delete, but I was expecting to see the table scans. (I was beginning now to suspect that my problem was because the work table was being stored as a heap.) Then I turned on STATS_IO and ran the sproc again. The output was quite interesting.Table 'Worktable'. Scan count 0, logical reads 0, physical reads 0, read-ahead reads 0, lob logical reads 0, lob physical reads 0, lob read-ahead reads 0.Table 'Policy'. Scan count 0, logical reads 0, physical reads 0, read-ahead reads 0, lob logical reads 0, lob physical reads 0, lob read-ahead reads 0.Table 'MergePolicy'. Scan count 1, logical reads 433276, physical reads 60, read-ahead reads 0, lob logical reads 0, lob physical reads 0, lob read-ahead reads 0. I've reproduced the above from memory, the details aren't exact, but the essential bit was the very high number of logical reads on the table stored as a heap. Even just doing a SELECT Count(*) from Integration.MergePolicy incurred that sort of output, even though the result was always 0. I suppose I should research more on the allocation and deallocation of pages to tables stored as a heap, but I haven't, and my original assumption that a table stored as a heap with no rows would only need to read one page to answer any query was definitely proven wrong. It's likely that some sort of physical defragmentation of the table may have cleaned that up, but it seemed that the easiest answer was to put a clustered index on the table. After doing so, the execution plan showed a cluster index scan, and the IO stats showed only a single page read. (I aborted my first attempt at adding a clustered index on the table because it was taking too long - instead I ran TRUNCATE TABLE Integration.MergePolicy first and added the clustered index, both of which took very little time). I suspect I may not have noticed this if I had used TRUNCATE TABLE Integration.MergePolicy instead of DELETE FROM Integration.MergePolicy, since I'm guessing that the truncate operation does some rather quick releasing of pages allocated to the heap table. In the future, I will likely be much more careful to have a clustered index on every table I use, even the working tables. Mike  

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