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  • convert flv to mp3 with Java

    - by krial
    Hi, I'm pretty new in developing programs in Java. I'm currently writing a program that converts a flv video into mp3. I have already written such a program in Visual Studio.net C#, but the Problem is, that it isn't cross platform compatible... I used the ffmpeg binary to convert the video into mp3, but I can't find ffmpeg binaries for Mac and Linux. (if so, I could start the specific binaries from java, depending on the OS) So I tried to convert the video with Xuggle, but the final mp3 has 0 bytes. My current code is the following: IMediaReader reader = ToolFactory.makeReader("video.flv"); reader.addListener(ToolFactory.makeWriter("music.mp3", reader)); while (reader.readPacket() == null) do {} while(false); Thanks in advance. p.s sorry for my bad english

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  • How to identify/handle text file newlines in Java?

    - by rafrafUk
    Hi Everyone! I get files in different formats coming from different systems that I need to import into our database. Part of the import process it to check the line length to make sure the format is correct. We seem to be having issues with files coming from UNIX systems where one character is added. I suspect this is due to the return carriage being encoded differently on UNIX and windows platform. Is there a way to detect on which file system a file was created, other than checking the last character on the line? Or maybe a way of reading the files as text and not binary which I suspect is the issue? Thanks Guys !

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  • What are the pro/cons of Unity3D as a choice to make games ?

    - by jokoon
    We are doing our school project with Unity3d, since they were using Shiva the previous year (which seems horrible to me), and I wanted to know your point of view for this tool. Pros: multi platform, I even heard Google is going to implement it in Chrome everything you need is here scripting languages makes it a good choice for people who are not programming gurus Cons: multiplayer ? proprietary, you are totally dependent of unity and its limit and can't extend it it's less "making a game from scratch" C++ would have been a cool thing I really think this kind of tool is interesting, but is it worth it to use at school for a project that involves more than 3 programming persons ? What do we really learn in term of programming from using this kind of tool (I'm ok with python and js, but I hate C#) ? We could have use Ogre instead, even if we were learning direct x starting january...

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  • What are the pro/cons of Unity3D as a choice to make games?

    - by jokoon
    We are doing our school project with Unity3d, since they were using Shiva the previous year (which seems horrible to me), and I wanted to know your point of view for this tool. Pros: multi platform, I even heard Google is going to implement it in Chrome everything you need is here scripting languages makes it a good choice for people who are not programming gurus Cons: multiplayer ? proprietary, you are totally dependent of unity and its limit and can't extend it it's less "making a game from scratch" C++ would have been a cool thing I really think this kind of tool is interesting, but is it worth it to use at school for a project that involves more than 3 programming persons ? What do we really learn in term of programming from using this kind of tool (I'm ok with python and js, but I hate C#) ? We could have use Ogre instead, even if we were learning direct x starting january...

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  • What are the pros/cons of using a 3d engine for 2d games?

    - by mrohlf
    What pros or cons should a beginner be aware of when deciding between a 2d game engine (like Slick2D/Flixel/FlashPunk) and a 3d engine (like Unity) for 2d game development? I am just getting started in indie game development, though I have dabbled a bit with Game Maker, Flash, and XNA in the past. I've heard a lot of positive things about Unity, and its cross-platform nature makes it appealing, but as I understand, it's a 3d engine at its core. For a strictly 2d game, are there any compelling reasons to work with a 3d engine like Unity? Or would it just add unneeded complexity to my initial learning experience?

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  • Do you think we will ever settle on a "standard" platform? [closed]

    - by GazTheDestroyer
    The recent explosion of phone platforms has depressed me (slightly), and made me wonder if we will ever reach any kind of standard for presentation? I don't mean language or IDE. Different languages have different strengths and I can see that there may always be a need for disparity, although I do note that languages are merging somewhat in functionality, with traditional imperitive languages like C++ now supporting things like lambdas. What I'm really talking about is a common presentation mechanism. Before smart phones and tablets came along, the web seemed to be finally becoming a reasonable platform for presenting an application that was globally accessible, not just geographically, but by platform too. Sure there are still (sometimes infuriating) implementation differences and quirks, but if you wrote a decent site you knew it could be accessed on anything from a PC to a phone to a C64 running the right software. "Write Once Run Anywhere" seemed to finally be becoming a reality. However, in the last few years we've seen an explosion of mobile operating systems, and the ubiquitous "app". A good site is no longer enough, you need a native "app", and of course we have a sudden massive disparity in OS, language, and APIs needed to write them as each battles for supremecy. It's kind of weird how the cycle of popularity goes. Mainframes with terminals - thin client. PC - thick client. Web browser - thin client. Phone app - thick(ish) client. I just wonder if you think there will ever be a global standard for clients, or whether the "shiny and different" cycle will always continue along with the battle of the tech du jour.

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  • WiX: Prevent 32-bit installer from running on 64-bit Windows

    - by Tom the Junglist
    Hi everyone, Due to user confusion, our app requires separate installers for 32-bit and 64-bit versions of Windows. While the 32-bit installer runs fine on win64, it has the potential to create support headaches and we would like to prevent this from happening. I want to prevent the 32-bit MSI installer from running on 64-bit Windows machines. To that end I have the following condition: <Condition Message="You are attempting to run the 32-bit installer on a 64-bit version of Windows."> <![CDATA[Msix64 AND (NOT Win64)]]> </Condition> With the Win64 defined like this: <?if $(var.Platform) = "x64"?> <?define PlatformString = "64-bit"?> <?define Win64 ?> <?else?> <?define PlatformString = "32-bit"?> <?endif?> Thing is, I can't get this check to work right. Either it fires all the time, or none of the time. The goal is to check presence of the run-time msix64 variable against the compile-time Win64 variable and throw an error if these don't line up, but the logic is not working how I intend it to. Has anyone come up with a better solution? Thanks! Tom

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  • Daylight saving time - do and don'ts

    - by Oded
    I am hoping to make this question and the answers to it the definitive guide to dealing with daylight saving time, in particular for dealing with the actual change overs. Many systems are dependent on keeping accurate time, the problem is with changes to time due to daylight savings - moving the clock forward or backwards. For instance, one has business rules in an order taking system that depend on the time of the order - if the clock changes, the rules might not be as clear. How should the time of the order be persisted? There is of course an endless number of scenarios - this one is simply an illustrative one. How have you dealt with the daylight saving issue? What assumptions are part of your solution? (looking for context here) As important, if not more so: What did you try that did not work? Why did it not work? I would be interested in programming, OS, data persistence and other pertinent aspects of the issue. General answers are great, but I would also like to see details especially if they are only available on one platform.

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  • How to implement Session timeout in Web Server Side?

    - by Morgan Cheng
    I beheld a web framework implementing in-memory session in this way. The session object is added to Cache with timeout. When the time is out, the session is removed from Cache automatically. To protect race condition, each request should acquire lock on given session object to proceed. Each request will "touch" the session in Cache to refresh the timeout. Everything looks fine, until this scenario is discovered. Say, one operation takes a long time, longer than timeout. Another request comes and wait on session lock which is currently hold by the long-time request. Finally, the long-time request is over, it releases the lock. But, since it already takes longer time than timeout, the session object is already removed from Cache. This is obvious because the only request holding the lock doesn't have a chance to "touch" the session object in cache. The second request gets the lock but cannot retrieve the expired Session object. Oops... To fix this issue, the second request has to re-create the Session object. But, this is just like digging a buried dead body from tomb and try to bring it back to life. It causes buggy code. I'm wondering what's the best way to implement timeout in session to handle such scenario. I know that current platform must have good session mechanism. I just want to know the under-the-hood how.

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  • What is the right approach to checksumming UDP packets

    - by mr.b
    I'm building UDP server application in C#. I've come across a packet checksum problem. As you probably know, each packet should carry some simple way of telling receiver if packet data is intact. Now, UDP already has 2-byte checksum as part of header, which is optional, at least in IPv4 world. Alternative method is to have custom checksum as part of data section in each packet, and to verify it on receiver. My question boils down to: is it better to rely on (optional) checksum in UDP packet header, or to make a custom checksum implementation as part of packet data section? Perhaps the right answer depends on circumstances (as usual), so one circumstance here is that, even though code is written and developed in .NET on Windows, it might have to run under platform-independent Mono.NET, so eventual solution should be compatible with other platforms. I believe that custom checksum algorithm would be easily portable, but I'm not so sure about the first one. Any thoughts? Also, shouts about packet checksumming in general are welcome.

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  • Window message procedures in Linux vs Windows

    - by mizipzor
    In Windows when you create a window, you must define a (c++) LRESULT CALLBACK message_proc(HWND Handle, UINT Message, WPARAM WParam, LPARAM LParam); to handle all the messages sent from the OS to the window, like keypresses and such. Im looking to do some reading on how the same system works in Linux. Maybe it is because I fall a bit short on the terminology but I fail to find anything on this through google (although Im sure there must be plenty!). Is it still just one single C function that handles all the communication? Does the function definition differ on different WMs (Gnome, KDE) or is it handled on a lower level in the OS? Edit: Ive looked into tools like QT and WxWidgets, but those frameworks seems to be geared more towards developing GUI extensive applications. Im rather looking for a way to create a basic window (restrict resize, borders/decorations) for my OGL graphics and retrieve input on more than one platform. And according to my initial research, this kind of function is the only way to retrieve that input. What would be the best route? Reading up, learning and then use QT or WxWidgets? Or learning how the systems work and implement those few basic features I want myself?

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  • What if you used the wrong language?

    - by HS
    A reply to another question made me remember a project from some years ago when it turned out that Java was not the right tool to use. I typically only learn a new language when I have a problem that it solves better than the ones I already know. [...] Then I write whatever program I wanted to learn that language for in the first place. [...] By the time I've gotten my target program written, I've usually got a decent handle on the language, not to mention any other features it has, and I've got other ideas to use it for. I did just that back then with Java, because the client thought it to be the right language to use (platform independent) and initial evaluation confirmed that. However, much later in the project there were some issue (can't really remember all the details by now). So, the project that started as a nice learning experience turned into a nightmare toward the end. I was at the brink of switching over to my trusted C++ and doing a complete rewrite. The client was not so much of a problem to convince back then, but my supervisor was strongly opposed because of all the work that already went into the Java version. In hindsight, he was right and the project was complete more or less with the intended features kind of working, but it was the project that I am least proud of by now. Long story short: what do you think, when is it too much and the switch to another technology is worthwhile? I personally would estimate the point of no return to be around 50% of the planned effort, but really want to know, if anyone has real experience with such a switch. And to answer the inevitable question: I do not really care, if the technology switched to is proven or another new thing. The latter would basically need more initial scrutiny based on the past experiences in the problematic project.

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  • What library to choose to build a user interface for a C++ software that uses SDL

    - by Barth
    Dear all, I have a simulation software (C++) that runs on the command line. It is platform independent (currently compiling and running on Windows, MacOS X and Linux). When the simulation ends, I visualize the result with SDL; it is a very basic 2d view, mainly color squares next to each other. I would like to have a user interface on top of the simulation so that I can start and pause the simulation, and change the parameters on the fly. Something pretty simple I guess. Well, ideally I will also add a grapher somewhere to see the evolution over time of some parameters. Now, I am wondering what direction I should go. Should I try to use one of the UI libraries for SDL ? Or maybe wxwidget in conjunction with SDL ? Or simply wxwidget and get rid of SDL ? Do you have any experience with this ? Thanks in advance Barth PS: I tried to use AGAR, a SDL UI library. It seemed very promising but I couldn't get it working. Not even the helloworld.

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  • Are these non-standard applications of rendering practical in games?

    - by maul
    I've recently got into 3D and I came up with a few different "tricky" rendering techniques. Unfortunately I don't have the time to work on this myself, but I'd like to know if these are known methods and if they can be used in practice. Hybrid rendering Now I know that ray-tracing is still not fast enough for real-time rendering, at least on home computers. I also know that hybrid rendering (a combination of rasterization and ray-tracing) is a well known theory. However I had the following idea: one could separate a scene into "important" and "not important" objects. First you render the "not important" objects using traditional rasterization. In this pass you also render the "important" objects using a special shader that simply marks these parts on the image using a special color, or some stencil/depth buffer trickery. Then in the second pass you read back the results of the first pass and start ray tracing, but only from the pixels that were marked by the "important" object's shader. This would allow you to only ray-trace exactly what you need to. Could this be fast enough for real-time effects? Rendered physics I'm specifically talking about bullet physics - intersection of a very small object (point/bullet) that travels across a straight line with other, relatively slow-moving, fairly constant objects. More specifically: hit detection. My idea is that you could render the scene from the point of view of the gun (or the bullet). Every object in the scene would draw a different color. You only need to render a 1x1 pixel window - the center of the screen (again, from the gun's point of view). Then you simply check that central pixel and the color tells you what you hit. This is pixel-perfect hit detection based on the graphical representation of objects, which is not common in games. Afaik traditional OpenGL "picking" is a similar method. This could be extended in a few ways: For larger (non-bullet) objects you render a larger portion of the screen. If you put a special-colored plane in the middle of the scene (exactly where the bullet will be after the current frame) you get a method that works as the traditional slow-moving iterative physics test as well. You could simulate objects that the bullet can pass through (with decreased velocity) using alpha blending or some similar trick. So are these techniques in use anywhere, and/or are they practical at all?

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  • How can I selectively increase latency? E.g. throttle games

    - by Arcymag
    Basically, I want networked games to run poorly on a network, but I want everything else to run smoothly. I would also appreciate advice on blocking games in general. As far as I can tell, there's a few ways to completely prevent an internet game from running: Blocking entirely via DNS configuration (e.g. hosts file), or router DNS configuration Blocking entirely via a separate DNS server Blocking the application, by uninstalling or some kind of access control Blocking the application by automatically killing the process every once in a while Blocking the application by corrupting files periodically However, I would like a more subtle way to block a program. Something that either: Increases latency (would this be doable through some kind of QoS like what DD-WRT offers?) Increases latency by using a special routing configuration for specific target IPs Throttle other systems resources, such as memory, IO, or CPU Screw around with keyboard configurations when a game is launched I would like this to work on MacOSX and Windows, but Linux would be great too. FYI I don't have a kid, but I was brainstorming with some friends and parents.

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  • How to obtain a pointer out of a C++ vtable?

    - by Josh Haberman
    Say you have a C++ class like: class Foo { public: virtual ~Foo() {} virtual DoSomething() = 0; }; The C++ compiler translates a call into a vtable lookup: Foo* foo; // Translated by C++ to: // foo->vtable->DoSomething(foo); foo->DoSomething(); Suppose I was writing a JIT compiler and I wanted to obtain the address of the DoSomething() function for a particular instance of class Foo, so I can generate code that jumps to it directly instead of doing a table lookup and an indirect branch. My questions are: Is there any standard C++ way to do this (I'm almost sure the answer is no, but wanted to ask for the sake of completeness). Is there any remotely compiler-independent way of doing this, like a library someone has implemented that provides an API for accessing a vtable? I'm open to completely hacks, if they will work. For example, if I created my own derived class and could determine the address of its DoSomething method, I could assume that the vtable is the first (hidden) member of Foo and search through its vtable until I find my pointer value. However, I don't know a way of getting this address: if I write &DerivedFoo::DoSomething I get a pointer-to-member, which is something totally different. Maybe I could turn the pointer-to-member into the vtable offset. When I compile the following: class Foo { public: virtual ~Foo() {} virtual void DoSomething() = 0; }; void foo(Foo *f, void (Foo::*member)()) { (f->*member)(); } On GCC/x86-64, I get this assembly output: Disassembly of section .text: 0000000000000000 <_Z3fooP3FooMS_FvvE>: 0: 40 f6 c6 01 test sil,0x1 4: 48 89 74 24 e8 mov QWORD PTR [rsp-0x18],rsi 9: 48 89 54 24 f0 mov QWORD PTR [rsp-0x10],rdx e: 74 10 je 20 <_Z3fooP3FooMS_FvvE+0x20> 10: 48 01 d7 add rdi,rdx 13: 48 8b 07 mov rax,QWORD PTR [rdi] 16: 48 8b 74 30 ff mov rsi,QWORD PTR [rax+rsi*1-0x1] 1b: ff e6 jmp rsi 1d: 0f 1f 00 nop DWORD PTR [rax] 20: 48 01 d7 add rdi,rdx 23: ff e6 jmp rsi I don't fully understand what's going on here, but if I could reverse-engineer this or use an ABI spec I could generate a fragment like the above for each separate platform, as a way of obtaining a pointer out of a vtable.

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  • Playing games over RDP and utilizing other res of powerfull PC... [closed]

    - by Alex
    Possible Duplicate: Is it possible to run games over remote desktop? Hey guys, I have the one question..that may be not usual but very interesting.. Well, I have laptop and some powerfull PC, now I want to utilize ALL energy of the powerfull PC on my notebook.. for example, run games like F.E.A.R on powefull PC and next play it over the Remote Desktop on my laptop.. both PC may be connected lan < lan, or thru Wi-Fi, or FireWare, or (?) any other way that does not matter.. Google told me that it won't work over RDP due to protocol lacks and there should be many bump on the road on that way.. but, maybe , you guys will give me the right point ? Let's formalzie.. we'd like to utilize all resources of one PC on another PC via network, how we should do that ? Any ideas?

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  • Where'd My Data Go? (and/or...How Do I Get Rid of It?)

    - by David Paquette
    Want to get a better idea of how cascade deletes work in Entity Framework Code First scenarios? Want to see it in action? Stick with us as we quickly demystify what happens when you tell your data context to nuke a parent entity. This post is authored by Calgary .NET User Group Leader David Paquette with help from Microsoft MVP in Asp.Net James Chambers. We got to spend a great week back in March at Prairie Dev Con West, chalk full of sessions, presentations, workshops, conversations and, of course, questions.  One of the questions that came up during my session: "How does Entity Framework Code First deal with cascading deletes?". James and I had different thoughts on what the default was, if it was different from SQL server, if it was the same as EF proper and if there was a way to override whatever the default was.  So we built a set of examples and figured out that the answer is simple: it depends.  (Download Samples) Consider the example of a hockey league. You have several different entities in the league including games, teams that play the games and players that make up the teams. Each team also has a mascot.  If you delete a team, we need a couple of things to happen: The team, games and mascot will be deleted, and The players for that team will remain in the league (and therefore the database) but they should no longer be assigned to a team. So, let's make this start to come together with a look at the default behaviour in SQL when using an EDMX-driven project. The Reference – Understanding EF's Behaviour with an EDMX/DB First Approach First up let’s take a look at the DB first approach.  In the database, we defined 4 tables: Teams, Players, Mascots, and Games.  We also defined 4 foreign keys as follows: Players.Team_Id (NULL) –> Teams.Id Mascots.Id (NOT NULL) –> Teams.Id (ON DELETE CASCADE) Games.HomeTeam_Id (NOT NULL) –> Teams.Id Games.AwayTeam_Id (NOT NULL) –> Teams.Id Note that by specifying ON DELETE CASCADE for the Mascots –> Teams foreign key, the database will automatically delete the team’s mascot when the team is deleted.  While we want the same behaviour for the Games –> Teams foreign keys, it is not possible to accomplish this using ON DELETE CASCADE in SQL Server.  Specifying a ON DELETE CASCADE on these foreign keys would cause a circular reference error: The series of cascading referential actions triggered by a single DELETE or UPDATE must form a tree that contains no circular references. No table can appear more than one time in the list of all cascading referential actions that result from the DELETE or UPDATE – MSDN When we create an entity data model from the above database, we get the following:   In order to get the Games to be deleted when the Team is deleted, we need to specify End1 OnDelete action of Cascade for the HomeGames and AwayGames associations.   Now, we have an Entity Data Model that accomplishes what we set out to do.  One caveat here is that Entity Framework will only properly handle the cascading delete when the the players and games for the team have been loaded into memory.  For a more detailed look at Cascade Delete in EF Database First, take a look at this blog post by Alex James.   Building The Same Sample with EF Code First Next, we're going to build up the model with the code first approach.  EF Code First is defined on the Ado.Net team blog as such: Code First allows you to define your model using C# or VB.Net classes, optionally additional configuration can be performed using attributes on your classes and properties or by using a Fluent API. Your model can be used to generate a database schema or to map to an existing database. Entity Framework Code First follows some conventions to determine when to cascade delete on a relationship.  More details can be found on MSDN: If a foreign key on the dependent entity is not nullable, then Code First sets cascade delete on the relationship. If a foreign key on the dependent entity is nullable, Code First does not set cascade delete on the relationship, and when the principal is deleted the foreign key will be set to null. The multiplicity and cascade delete behavior detected by convention can be overridden by using the fluent API. For more information, see Configuring Relationships with Fluent API (Code First). Our DbContext consists of 4 DbSets: public DbSet<Team> Teams { get; set; } public DbSet<Player> Players { get; set; } public DbSet<Mascot> Mascots { get; set; } public DbSet<Game> Games { get; set; } When we set the Mascot –> Team relationship to required, Entity Framework will automatically delete the Mascot when the Team is deleted.  This can be done either using the [Required] data annotation attribute, or by overriding the OnModelCreating method of your DbContext and using the fluent API. Data Annotations: public class Mascot { public int Id { get; set; } public string Name { get; set; } [Required] public virtual Team Team { get; set; } } Fluent API: protected override void OnModelCreating(DbModelBuilder modelBuilder) { modelBuilder.Entity<Mascot>().HasRequired(m => m.Team); } The Player –> Team relationship is automatically handled by the Code First conventions. When a Team is deleted, the Team property for all the players on that team will be set to null.  No additional configuration is required, however all the Player entities must be loaded into memory for the cascading to work properly. The Game –> Team relationship causes some grief in our Code First example.  If we try setting the HomeTeam and AwayTeam relationships to required, Entity Framework will attempt to set On Cascade Delete for the HomeTeam and AwayTeam foreign keys when creating the database tables.  As we saw in the database first example, this causes a circular reference error and throws the following SqlException: Introducing FOREIGN KEY constraint 'FK_Games_Teams_AwayTeam_Id' on table 'Games' may cause cycles or multiple cascade paths. Specify ON DELETE NO ACTION or ON UPDATE NO ACTION, or modify other FOREIGN KEY constraints. Could not create constraint. To solve this problem, we need to disable the default cascade delete behaviour using the fluent API: protected override void OnModelCreating(DbModelBuilder modelBuilder) { modelBuilder.Entity<Mascot>().HasRequired(m => m.Team); modelBuilder.Entity<Team>() .HasMany(t => t.HomeGames) .WithRequired(g => g.HomeTeam) .WillCascadeOnDelete(false); modelBuilder.Entity<Team>() .HasMany(t => t.AwayGames) .WithRequired(g => g.AwayTeam) .WillCascadeOnDelete(false); base.OnModelCreating(modelBuilder); } Unfortunately, this means we need to manually manage the cascade delete behaviour.  When a Team is deleted, we need to manually delete all the home and away Games for that Team. foreach (Game awayGame in jets.AwayGames.ToArray()) { entities.Games.Remove(awayGame); } foreach (Game homeGame in homeGames) { entities.Games.Remove(homeGame); } entities.Teams.Remove(jets); entities.SaveChanges();   Overriding the Defaults – When and How To As you have seen, the default behaviour of Entity Framework Code First can be overridden using the fluent API.  This can be done by overriding the OnModelCreating method of your DbContext, or by creating separate model override files for each entity.  More information is available on MSDN.   Going Further These were simple examples but they helped us illustrate a couple of points. First of all, we were able to demonstrate the default behaviour of Entity Framework when dealing with cascading deletes, specifically how entity relationships affect the outcome. Secondly, we showed you how to modify the code and control the behaviour to get the outcome you're looking for. Finally, we showed you how easy it is to explore this kind of thing, and we're hoping that you get a chance to experiment even further. For example, did you know that: Entity Framework Code First also works seamlessly with SQL Azure (MSDN) Database creation defaults can be overridden using a variety of IDatabaseInitializers  (Understanding Database Initializers) You can use Code Based migrations to manage database upgrades as your model continues to evolve (MSDN) Next Steps There's no time like the present to start the learning, so here's what you need to do: Get up-to-date in Visual Studio 2010 (VS2010 | SP1) or Visual Studio 2012 (VS2012) Build yourself a project to try these concepts out (or download the sample project) Get into the community and ask questions! There are a ton of great resources out there and community members willing to help you out (like these two guys!). Good luck! About the Authors David Paquette works as a lead developer at P2 Energy Solutions in Calgary, Alberta where he builds commercial software products for the energy industry.  Outside of work, David enjoys outdoor camping, fishing, and skiing. David is also active in the software community giving presentations both locally and at conferences. David also serves as the President of Calgary .Net User Group. James Chambers crafts software awesomeness with an incredible team at LogiSense Corp, based in Cambridge, Ontario. A husband, father and humanitarian, he is currently residing in the province of Manitoba where he resists the urge to cheer for the Jets and maintains he allegiance to the Calgary Flames. When he's not active with the family, outdoors or volunteering, you can find James speaking at conferences and user groups across the country about web development and related technologies.

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  • Is there any kind of established architecture for browser based MMO games?

    - by black_puppydog
    I am beginning the development of a broser based game in which players take certain actions at any point in time. Big parts of gameplay will be happening in real life and just have to be entered into the system. I believe a good kind of comparison might be a platform for managing fantasy football, although I have virtually no experience playing that, so please correct me if I am mistaken here. The point is that some events happen in the program (i.e. on the server, out of reach for the players) like pulling new results from some datasource, starting of a new round by a game master and such. Other events happen in real life (two players closing a deal on the transfer of some team member or whatnot - again: have never played fantasy football) and have to be entered into the system. The first part is pretty easy since the game masters will be "staff" and thus can be trusted to a certain degree to not mess with the system. But the second part bothers me quite a lot, especially since the actions may involve multiple steps and interactions with different players, like registering a deal with the system that then has to be approved by the other party or denied and passed on to a game master to decide. I would of course like to separate the game logic as far as possible from the presentation and basic form validation but am unsure how to do this in a clean fashion. Of course I could (and will) put some effort into making my own architectural decisions and prototype different ideas. But I am bound to make some stupid mistakes at some point, so I would like to avoid some of that by getting a little "book smart" beforehand. So the question is: Is there any kind of architectural works that I can read up on? Papers, blogs, maybe design documents or even source code? Writing this down this seems more like a business application with business rules, workflows and such... Any good entry points for that?

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  • Q&amp;A: Can you develop for the Windows Azure Platform using Windows XP?

    - by Eric Nelson
    This question has come up several times recently as we take several hundred UK developers through 6 Weeks of Windows Azure training (sorry – we are full). Short answer: In the main, yes Longer answer: The question is sparked by the requirements as stated on the Windows Azure SDK download page. Namely: Supported Operating Systems: Windows 7; Windows Vista; Windows Vista 64-bit Editions Service Pack 1; Windows Vista Business; Windows Vista Business 64-bit edition; Windows Vista Enterprise; Windows Vista Enterprise 64-bit edition; Windows Vista Home Premium; Windows Vista Home Premium 64-bit edition; Windows Vista Service Pack 1; Windows Vista Service Pack 2; Windows Vista Ultimate; Windows Vista Ultimate 64-bit edition Notice there is no mention of Windows XP. However things are not quite that simple. The Windows Azure Platform consists of three released technologies Windows Azure SQL Azure Windows Azure platform AppFabric The Windows Azure SDK is only for one of the three technologies, Windows Azure. What about SQL Azure and AppFabric? Well it turns out that you can develop for both of these technologies just fine with Windows XP: SQL Azure development is really just SQL Server development with a few gotchas – and for local development you can simply use SQL Server 2008 R2 Express (other versions will also work). AppFabric also has no local simulation environment and the SDK will install fine on Windows XP (SDK download) Actually it is also possible to do Windows Azure development on Windows XP if you are willing to always work directly against the real Azure cloud running in Microsoft datacentres. However in practice this would be painful and time consuming, hence why the Windows Azure SDK installs a local simulation environment. Therefore if you want to develop for Windows Azure I would recommend you either upgrade from Windows XP to Windows 7 or… you use a virtual machine running Windows 7. If this is a temporary requirement, then you could consider building a virtual machine using the Windows 7 Enterprise 90 day eval. Or you could download a pre-configured VHD – but I can’t quite find the link for a Windows 7 VHD. Pointers welcomed. Thanks.

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  • How to Use Steam In-Home Streaming

    - by Chris Hoffman
    Steam’s In-Home Streaming is now available to everyone, allowing you to stream PC games from one PC to another PC on the same local network. Use your gaming PC to power your laptops and home theater system. This feature doesn’t allow you to stream games over the Internet, only the same local network. Even if you tricked Steam, you probably wouldn’t get good streaming performance over the Internet. Why Stream? When you use Steam In-Home streaming, one PC sends its video and audio to another PC. The other PC views the video and audio like it’s watching a movie, sending back mouse, keyboard, and controller input to the other PC. This allows you to have a fast gaming PC power your gaming experience on slower PCs. For example, you could play graphically demanding games on a laptop in another room of your house, even if that laptop has slower integrated graphics. You could connect a slower PC to your television and use your gaming PC without hauling it into a different room in your house. Streaming also enables cross-platform compatibility. You could have a Windows gaming PC and stream games to a Mac or Linux system. This will be Valve’s official solution for compatibility with old Windows-only games on the Linux (Steam OS) Steam Machines arriving later this year. NVIDIA offers their own game streaming solution, but it requires certain NVIDIA graphics hardware and can only stream to an NVIDIA Shield device. How to Get Started In-Home Streaming is simple to use and doesn’t require any complex configuration — or any configuration, really. First, log into the Steam program on a Windows PC. This should ideally be a powerful gaming PC with a powerful CPU and fast graphics hardware. Install the games you want to stream if you haven’t already — you’ll be streaming from your PC, not from Valve’s servers. (Valve will eventually allow you to stream games from Mac OS X, Linux, and Steam OS systems, but that feature isn’t yet available. You can still stream games to these other operating systems.) Next, log into Steam on another computer on the same network with the same Steam username. Both computers have to be on the same subnet of the same local network. You’ll see the games installed on your other PC in the Steam client’s library. Click the Stream button to start streaming a game from your other PC. The game will launch on your host PC, and it will send its audio and video to the PC in front of you. Your input on the client will be sent back to the server. Be sure to update Steam on both computers if you don’t see this feature. Use the Steam > Check for Updates option within Steam and install the latest update. Updating to the latest graphics drivers for your computer’s hardware is always a good idea, too. Improving Performance Here’s what Valve recommends for good streaming performance: Host PC: A quad-core CPU for the computer running the game, minimum. The computer needs enough processor power to run the game, compress the video and audio, and send it over the network with low latency. Streaming Client: A GPU that supports hardware-accelerated H.264 decoding on the client PC. This hardware is included on all recent laptops and PCs. Ifyou have an older PC or netbook, it may not be able to decode the video stream quickly enough. Network Hardware: A wired network connection is ideal. You may have success with wireless N or AC networks with good signals, but this isn’t guaranteed. Game Settings: While streaming a game, visit the game’s setting screen and lower the resolution or turn off VSync to speed things up. In-Home Steaming Settings: On the host PC, click Steam > Settings and select In-Home Streaming to view the In-Home Streaming settings. You can modify your streaming settings to improve performance and reduce latency. Feel free to experiment with the options here and see how they affect performance — they should be self-explanatory. Check Valve’s In-Home Streaming documentation for troubleshooting information. You can also try streaming non-Steam games. Click Games > Add a Non-Steam Game to My Library on your host PC and add a PC game you have installed elsewhere on your system. You can then try streaming it from your client PC. Valve says this “may work but is not officially supported.” Image Credit: Robert Couse-Baker on Flickr, Milestoned on Flickr

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  • SQL Server data platform upgrade - Why upgrade and how best you can reduce pre & post upgrade problems?

    - by ssqa.net
    SQL Server upgrade, let it be database(s) or instance(s) or both the process and procedures must follow best practices in order to reduce any problems that may occur even after the platform is upgraded. The success of any project relies upon the simpler methods of implementation and a process to reduce the complexity in testing to ensure a successful outcome. Also the topic has been a popular topic that .... read more from here ......(read more)

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  • Oracle Solaris 11 Best Platform for Oracle Database 12c!

    - by uwes
    Sharpen your knowledge about Oracle Solaris 11 and Oracle Database 12c. Oracle Solaris Product Management has developed a host of content supporting the value of Oracle Database 12c on Oracle Solaris and Oracle Solaris on SPARC. OTN-Web Pages Oracle Solaris 11 and SPARC Oracle Solaris 11 Best Platform for Oracle Database Collateral Updated datasheet: Oracle Solaris Optimizations for the Oracle Stack Article: How Oracle Solaris Makes Oracle Database Fast Screen Cast: Analyzing Oracle Database I/O Outliers Blog: Oracle Solaris Blog OTN Garage Blog

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  • Using Event Driven Programming in games, when is it beneficial?

    - by Arthur Wulf White
    I am learning ActionScript 3 and I see the Event flow adheres to the W3C recommendations. From what I learned events can only be captured by the dispatcher unless, the listener capturing the event is a DisplayObject on stage and a parent of the object firing the event. You can capture the events in the capture(before) or bubbling(after) phase depending on Listner and Event setup you use. Does this system lend itself well for game programming? When is this system useful? Could you give an example of a case where using events is a lot better than going without them? Are they somehow better for performance in games? Please do not mention events you must use to get a game running, like Event.ENTER_FRAME Or events that are required to get input from the user like, KeyboardEvent.KEY_DOWN and MouseEvent.CLICK. I am asking if there is any use in firing events that have nothing to do with user input, frame rendering and the likes(that are necessary). I am referring to cases where objects are communicating. Is this used to avoid storing a collection of objects that are on the stage? Thanks Here is some code I wrote as an example of event behavior in ActionScript 3, enjoy. package regression { import flash.display.Shape; import flash.display.Sprite; import flash.events.Event; import flash.events.EventDispatcher; import flash.events.KeyboardEvent; import flash.events.MouseEvent; import flash.events.EventPhase; /** * ... * @author ... */ public class Check_event_listening_1 extends Sprite { public const EVENT_DANCE : String = "dance"; public const EVENT_PLAY : String = "play"; public const EVENT_YELL : String = "yell"; private var baby : Shape = new Shape(); private var mom : Sprite = new Sprite(); private var stranger : EventDispatcher = new EventDispatcher(); public function Check_event_listening_1() { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { trace("test begun"); addChild(mom); mom.addChild(baby); stage.addEventListener(EVENT_YELL, onEvent); this.addEventListener(EVENT_YELL, onEvent); mom.addEventListener(EVENT_YELL, onEvent); baby.addEventListener(EVENT_YELL, onEvent); stranger.addEventListener(EVENT_YELL, onEvent); trace("\nTest1 - Stranger yells with no bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, false)); trace("\nTest2 - Stranger yells with bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, true)); stage.addEventListener(EVENT_PLAY, onEvent); this.addEventListener(EVENT_PLAY, onEvent); mom.addEventListener(EVENT_PLAY, onEvent); baby.addEventListener(EVENT_PLAY, onEvent); stranger.addEventListener(EVENT_PLAY, onEvent); trace("\nTest3 - baby plays with no bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, false)); trace("\nTest4 - baby plays with bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, true)); trace("\nTest5 - baby plays with bubbling but is not a child of mom"); mom.removeChild(baby); baby.dispatchEvent(new Event(EVENT_PLAY, true)); mom.addChild(baby); stage.addEventListener(EVENT_DANCE, onEvent, true); this.addEventListener(EVENT_DANCE, onEvent, true); mom.addEventListener(EVENT_DANCE, onEvent, true); baby.addEventListener(EVENT_DANCE, onEvent); trace("\nTest6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, false)); trace("\nTest7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, true)); } private function onEvent(e : Event):void { trace("Event was captured"); trace("\nTYPE : ", e.type, "\nTARGET : ", objToName(e.target), "\nCURRENT TARGET : ", objToName(e.currentTarget), "\nPHASE : ", phaseToString(e.eventPhase)); } private function phaseToString(phase : int):String { switch(phase) { case EventPhase.AT_TARGET : return "TARGET"; case EventPhase.BUBBLING_PHASE : return "BUBBLING"; case EventPhase.CAPTURING_PHASE : return "CAPTURE"; default: return "UNKNOWN"; } } private function objToName(obj : Object):String { if (obj == stage) return "STAGE"; else if (obj == this) return "MAIN"; else if (obj == mom) return "Mom"; else if (obj == baby) return "Baby"; else if (obj == stranger) return "Stranger"; else return "Unknown" } } } /*result : test begun Test1 - Stranger yells with no bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test2 - Stranger yells with bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test3 - baby plays with no bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test4 - baby plays with bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Mom PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : MAIN PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : STAGE PHASE : BUBBLING Test5 - baby plays with bubbling but is not a child of mom Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE Test7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE */

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