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  • Any way to avoid a filesort when order by is different to where clause?

    - by Julian
    I have an incredibly simple query (table type InnoDb) and EXPLAIN says that MySQL must do an extra pass to find out how to retrieve the rows in sorted order. SELECT * FROM `comments` WHERE (commentable_id = 1976) ORDER BY created_at desc LIMIT 0, 5 exact explain output: table select_type type extra possible_keys key key length ref rows comments simple ref using where; using filesort common_lookups common_lookups 5 const 89 commentable_id is indexed. Comments has nothing trick in it, just a content field. The manual suggests that if the order by is different to the where, there is no way filesort can be avoided. http://dev.mysql.com/doc/refman/5.0/en/order-by-optimization.html I also tried order by id as well as it's equivalent but makes no difference, even if I add id as an index (which I understand is not required as id is indexed implicitly in MySQL). thanks in advance for any ideas!

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  • Are browsers permitted to render <li>s in any order?

    - by ctford
    As I understand the XML spec, the significance of the order of child elements is not guaranteed. XML parsers tend to keep child elements in the same order as they occur in the XML document, but they are under no obligation to do so. If that's so, then are browsers free to render the <li>s in an <ol> or an <ul> in a different order than they occur in the XHTML? Or is it specified in the XHTML spec somewhere that order has to be preserved? I realise that all major browsers will respect the order of my <li>s. I'm just interested in the academic question of whether or not they are technically obliged to.

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  • How can I draw the control points of a Bézier Path in Java?

    - by Sanoj
    I have created a Path of Bézier curves and it works fine to draw the path. But I don't know How I can draw the Control Points together with the Path. Is that possible or do I have to keep track of them in another datastructure? I am creating the path with: Path2D.Double path = new Path2D.Double(); path.moveTo(0,0); path.curveTo(5, 6, 23, 12, 45, 54); path.curveTo(34, 23, 12, 34, 2, 3); And drawing it with: g2.draw(path);

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  • Noob question: Draw a quad parallel to the view.

    - by Jack
    Hi all, ok what I want to do is to draw a quad in the scene that lays on a plane parallel to the view. So it should appear flat. More in particular, I think I didn't get very well how the mechanism of gluLookAt works in comparison with the functions glTranslate and glRotate: If I position the view "manually" using the functions glTranslate and glRotate whenever I draw an object its position is relative to the current view. And I understand that this is due to the transformation matrix in the stack. However when I use the gluLookAt that should automatically set the view, the coordinates of the object I want to draw must be "absolute" to show it properly. Thanks in advance.

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  • Are browsers permitted to render <ol>s in any order?

    - by ctford
    As I understand the XML spec, the significance of the order of child elements is not guaranteed. XML parsers tend to keep child elements in the same order as they occur in the XML document, but they are under no obligation to do so. If that's so, then are browsers free to render the <li>s in an <ol> in a different order than they occur in the XHTML? Or is it specified in the XHTML spec somewhere that order has to be preserved? I realise that all major browsers will respect the order of my <li>s. I'm just interested in the academic question of whether or not they are technically obliged to.

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  • Which order would you teach programming languages in, when teaching a newbie?

    - by blueberryfields
    If you had to design a study program, with a breadth-of-programming-languages requirement, which stated that the student should be exposed to all major concepts and methodologies that can be taught through (at the minimum) 6 programming languages, which programming languages would you choose to teach, and in which order? Breadth-of-programming-languages is based on programming language and theoretical concepts.

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  • Microsoft SQL Server 2008 R2 Administration Cookbook - Book and eBook expected June 2011. Pre-order now!

    - by ssqa.net
    Over 85 practical recipes for administering a high-performance SQL Server 2008 R2 system. Book and eBook expected June 2011 . Pre-order now! Multi-format orders get free access on PacktLib , This practical cookbook will show you the advanced administration techniques for managing and administering a scalable and high-performance SQL Server 2008 R2 system. It contains over 85 practical, task-based, and immediately useable recipes covering a wide range of advanced administration techniques for administering...(read more)

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  • Is it appropriate to try to control the order of finalization?

    - by Strilanc
    I'm writing a class which is roughly analogous to a CancellationToken, except it has a third state for "never going to be cancelled". At the moment I'm trying to decide what to do if the 'source' of the token is garbage collected without ever being set. It seems that, intuitively, the source should transition the associated token to the 'never cancelled' state when it is about to be collected. However, this could trigger callbacks who were only kept alive by their linkage from the token. That means what those callbacks reference might now in the process of finalization. Calling them would be bad. In order to "fix" this, I wrote this class: public sealed class GCRoot { private static readonly GCRoot MainRoot = new GCRoot(); private GCRoot _next; private GCRoot _prev; private object _value; private GCRoot() { this._next = this._prev = this; } private GCRoot(GCRoot prev, object value) { this._value = value; this._prev = prev; this._next = prev._next; _prev._next = this; _next._prev = this; } public static GCRoot Root(object value) { return new GCRoot(MainRoot, value); } public void Unroot() { lock (MainRoot) { _next._prev = _prev; _prev._next = _next; this._next = this._prev = this; } } } intending to use it like this: Source() { ... _root = GCRoot.Root(callbacks); } void TransitionToNeverCancelled() { _root.Unlink(); ... } ~Source() { TransitionToNeverCancelled(); } but now I'm troubled. This seems to open the possibility for memory leaks, without actually fixing all cases of sources in limbo. Like, if a source is closed over in one of its own callbacks, then it is rooted by the callback root and so can never be collected. Presumably I should just let my sources be collected without a peep. Or maybe not? Is it ever appropriate to try to control the order of finalization, or is it a giant warning sign?

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  • How can I change the language order by command-line (or text editor)?

    - by KIAaze
    How can I change the language order by command-line (or text editor)? i.e. without using the graphical "gnome-language-selector". (Or is there a better GUI which allows you to select multiple language entries and move them all to another position directly, without having to do it one by one?) Alternatively: Where are the user-specific language settings stored? i.e. the /etc/default/locale for users.

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  • ASP.NET MVC 2 RC2 Routing - How to clear low-level values when using ActionLink to refer to a higher

    - by Gary McGill
    [NOTE: I'm using ASP.NET MVC2 RC2.] I have URLs like this: /customer/123/order/456/item/index /customer/123/order/456/item/789/edit My routing table lists the most-specific routes first, so I've got: // customer/123/order/456/item/789/edit routes.MapRoute( "item", // Route name "customer/{customerId}/order/{orderId}/item/{itemId}/{action}", // URL with parameters new { controller = "Items", action = "Details" }, // Parameter defaults new { customerId = @"\d+", orderId = @"\d+", itemId = @"\d+" } // Constraints ); // customer/123/order/456/item/index routes.MapRoute( "items", // Route name "customer/{customerId}/order/{orderId}/item/{action}", // URL with parameters new { controller = "Items", action = "Index" }, // Parameter defaults new { customerId = @"\d+", orderId = @"\d+" } // Constraints ); When I'm in the "Edit" page, I want a link back up to the "Index" page. So, I use: ActionLink("Back to Index", "index") However, because there's an ambient order ID, this results in the URL: /Customer/123/Order/456/Item/789/Index ...whereas I want it to "forget" the order ID and just use: /Customer/123/Order/456/Item/Index I've tried overriding the order ID like so: ActionLink("Back to Index", "index", new { orderId=string.empty }) ...but that doesn't work. How can I persuade ActionLink to "forget" the order ID?

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  • Asserting with JustMock

    - by mehfuzh
    In this post, i will be digging in a bit deep on Mock.Assert. This is the continuation from previous post and covers up the ways you can use assert for your mock expectations. I have used another traditional sample of Talisker that has a warehouse [Collaborator] and an order class [SUT] that will call upon the warehouse to see the stock and fill it up with items. Our sample, interface of warehouse and order looks similar to : public interface IWarehouse {     bool HasInventory(string productName, int quantity);     void Remove(string productName, int quantity); }   public class Order {     public string ProductName { get; private set; }     public int Quantity { get; private set; }     public bool IsFilled { get; private set; }       public Order(string productName, int quantity)     {         this.ProductName = productName;         this.Quantity = quantity;     }       public void Fill(IWarehouse warehouse)     {         if (warehouse.HasInventory(ProductName, Quantity))         {             warehouse.Remove(ProductName, Quantity);             IsFilled = true;         }     }   }   Our first example deals with mock object assertion [my take] / assert all scenario. This will only act on the setups that has this “MustBeCalled” flag associated. To be more specific , let first consider the following test code:    var order = new Order(TALISKER, 0);    var wareHouse = Mock.Create<IWarehouse>();      Mock.Arrange(() => wareHouse.HasInventory(Arg.Any<string>(), 0)).Returns(true).MustBeCalled();    Mock.Arrange(() => wareHouse.Remove(Arg.Any<string>(), 0)).Throws(new InvalidOperationException()).MustBeCalled();    Mock.Arrange(() => wareHouse.Remove(Arg.Any<string>(), 100)).Throws(new InvalidOperationException());      //exercise    Assert.Throws<InvalidOperationException>(() => order.Fill(wareHouse));    // it will assert first and second setup.    Mock.Assert(wareHouse); Here, we have created the order object, created the mock of IWarehouse , then I setup our HasInventory and Remove calls of IWarehouse with my expected, which is called by the order.Fill internally. Now both of these setups are marked as “MustBeCalled”. There is one additional IWarehouse.Remove that is invalid and is not marked.   On line 9 ,  as we do order.Fill , the first and second setups will be invoked internally where the third one is left  un-invoked. Here, Mock.Assert will pass successfully as  both of the required ones are called as expected. But, if we marked the third one as must then it would fail with an  proper exception. Here, we can also see that I have used the same call for two different setups, this feature is called sequential mocking and will be covered later on. Moving forward, let’s say, we don’t want this must call, when we want to do it specifically with lamda. For that let’s consider the following code: //setup - data var order = new Order(TALISKER, 50); var wareHouse = Mock.Create<IWarehouse>();   Mock.Arrange(() => wareHouse.HasInventory(TALISKER, 50)).Returns(true);   //exercise order.Fill(wareHouse);   //verify state Assert.True(order.IsFilled); //verify interaction Mock.Assert(()=> wareHouse.HasInventory(TALISKER, 50));   Here, the snippet shows a case for successful order, i haven’t used “MustBeCalled” rather i used lamda specifically to assert the call that I have made, which is more justified for the cases where we exactly know the user code will behave. But, here goes a question that how we are going assert a mock call if we don’t know what item a user code may request for. In that case, we can combine the matchers with our assert calls like we do it for arrange: //setup - data  var order = new Order(TALISKER, 50);  var wareHouse = Mock.Create<IWarehouse>();    Mock.Arrange(() => wareHouse.HasInventory(TALISKER, Arg.Matches<int>( x => x <= 50))).Returns(true);    //exercise  order.Fill(wareHouse);    //verify state  Assert.True(order.IsFilled);    //verify interaction  Mock.Assert(() => wareHouse.HasInventory(Arg.Any<string>(), Arg.Matches<int>(x => x <= 50)));   Here, i have asserted a mock call for which i don’t know the item name,  but i know that number of items that user will request is less than 50.  This kind of expression based assertion is now possible with JustMock. We can extent this sample for properties as well, which will be covered shortly [in other posts]. In addition to just simple assertion, we can also use filters to limit to times a call has occurred or if ever occurred. Like for the first test code, we have one setup that is never invoked. For such, it is always valid to use the following assert call: Mock.Assert(() => wareHouse.Remove(Arg.Any<string>(), 100), Occurs.Never()); Or ,for warehouse.HasInventory we can do the following: Mock.Assert(() => wareHouse.HasInventory(Arg.Any<string>(), 0), Occurs.Once()); Or,  to be more specific, it’s even better with: Mock.Assert(() => wareHouse.HasInventory(Arg.Any<string>(), 0), Occurs.Exactly(1));   There are other filters  that you can apply here using AtMost, AtLeast and AtLeastOnce but I left those to the readers. You can try the above sample that is provided in the examples shipped with JustMock.Please, do check it out and feel free to ping me for any issues.   Enjoy!!

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  • Day 4 - Game Sprites In Action

    - by dapostolov
    Yesterday I drew an image on the screen. Most exciting, but ... I spent more time blogging about it then actual coding. So this next little while I'm going to streamline my game and research and simply post key notes. Quick notes on the last session: The most important thing I wanted to point out were the following methods:           spriteBatch.Begin(SpriteBlendMode.AlphaBlend);           spriteBatch.Draw(sprite, position, Color.White);           spriteBatch.End(); The spriteBatch object is used to draw Textures and a 2D texture is called a Sprite A texture is generally an image, which is called an Asset in XNA The Draw Method in the Game1.cs is looped (until exit) and utilises the spriteBatch object to draw a Scene To begin drawing a Scene you call the Begin Method. To end a Scene you call the End Method. And to place an image on the Scene you call the Draw method. The most simple implementation of the draw method is:           spriteBatch.Draw(sprite, position, Color.White); 1) sprite - the 2D texture you loaded to draw 2) position - the 2d vector, a set of x & y coordinates 3) Color.White - the tint to apply to the texture, in this case, white light = nothing, nada, no tint. Game Sprites In Action! Today, I played around with Draw methods to get comfortable with their "quirks". The following is an example of the above draw method, but with more parameters available for us to use. Let's investigate!             spriteBatch.Draw(sprite, position2, null, Color.White, MathHelper.ToRadians(45.0f), new Vector2(sprite.Width / 2, sprite.Height / 2), 1.0F, SpriteEffects.None, 0.0F); The parameters (in order): 1) sprite  the texture to display 2) position2 the position on the screen / scene this can also be a rectangle 3) null the portion of the image to display within an image null = display full image this is generally used for animation strips / grids (more on this below) 4) Color.White Texture tinting White = no tint 5) MathHelper.ToRadians(45.0f) rotation of the object, in this case 45 degrees rotates from the set plotting point. 6) new Vector(0,0) the plotting point in this case the top left corner the image will rotate from the top left of the texture in the code above, the point is set to the middle of the image. 7) 1.0f Image scaling (1x) 8) SpriteEffects.None you can flip the image horizontally or vertically 9) 0.0f The z index of the image. 0 = closer, 1 behind? And playing around with different combinations I was able to come up with the following whacky display:   Checking off Yesterdays Intention List: learn game development terminology (in progress) - We learned sprite, scene, texture, and asset. how to place and position (rotate) a static image on the screen (completed) - The thing to note was, it's was in radians and I found a cool helper method to convert degrees into radians. Also, the image rotates from it's specified point. how to layer static images on the screen (completed) - I couldn't seem to get the zIndex working, but one things for sure, the order you draw the image in also determines how it is rendered on the screen. understand image scaling (in progress) - I'm not sure I have this fully covered, but for the most part plug a number in the scaling field and the image grows / shrinks accordingly. can we reuse images? (completed) - yes, I loaded one image and plotted the bugger all over the screen. understand how framerate is handled in XNA (in progress) - I hacked together some code to display the framerate each second. A framerate of 60 appears to be the standard. Interesting to note, the GameTime object does provide you with some cool timing capabilities, such as...is the game running slow? Need to investigate this down the road. how to display text , basic shapes, and colors on the screen (in progress) - i got text rendered on the screen, and i understand containing rectangles. However, I didn't display "shapes" & "colors" how to interact with an image (collision of user input?) (todo) how to animate an image and understand basic animation techniques (in progress) - I was able to create a stripe animation of numbers ranging from 1 - 4, each block was 40 x 40 pixles for a total stripe size of 160 x 40. Using the portion (source Rectangle) parameter, i limited this display to each section at varying intervals. It was interesting to note my first implementation animated at rocket speed. I then tried to create a smoother animation by limiting the redraw capacity, which seemed to work. I guess a little more research will have to be put into this for animating characters / scenes. how to detect colliding images or screen edges (todo) - but the rectangle object can detect collisions I believe. how to manipulate the image, lets say colors, stretching (in progress) - I haven't figured out how to modify a specific color to be another color, but the tinting parameter definately could be used. As for stretching, use the rectangle object as the positioning and the image will stretch to fit! how to focus on a segment of an image...like only displaying a frame on a film reel (completed) - as per basic animation techniques what's the best way to manage images (compression, storage, location, prevent artwork theft, etc.) (todo) Tomorrows Intention Tomorrow I am going to take a stab at rendering a game menu and from there I'm going to investigate how I can improve upon the code and techniques. Intention List: Render a menu, fancy or not Show the mouse cursor Hook up click event A basic animation of somesort Investigate image / menu techniques D.

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  • class method or named_scope?

    - by Hadi
    i would like to have your opinion in a project i am currently working on. class Product has_many :orders end class Order attr_accessor :deliverable # to contain temporary data on how many items can be delivered for this order belongs_to :product end somehow i want to have Order.all_deliverable that will calculate the Product's quantity, subtract from list of Orders until the Product is empty or there is no more Order for this Product to illustrate Product A, quantity: 20 Product B, quantity: 0 Order 1, require Product A, quantity: 12 Order 2, require Product B, quantity: 10 Order 3, require Product A, quantity: 100 so if i call Order.all_deliverable, it will give Order 1, deliverable:12 Order 3, deliverable: 8 #(20-12) i have been thinking on using named_scope, but i think the logic will be too complex to be put in a named_scope. Any suggestion? the pseudo code for all_deliverable will be something like this: go to each orders find the remaining quantity for specific product deduct the product to max amount of order, if product is not enough, add the maximum product add to the order end From what i read around in the web, named_scope deal mostly like find and have not many method calling and looping.

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  • Rails does not display error messages on a form in a custom method

    - by slythic
    Hi all, I've created a custom method called checkout in my app. I create an order (which is done my adding products to my "cart"), assign it to my client, and then I head to my checkout screen where I confirm the items and enter their customer order number and complete the order (submit). Everything works great except that it doesn't display error messages. I'm able to display a flash error notice (seen in complete_order method) when things go wrong but it doesn't specify the details like a normal form would. The error messages should appear if the customer order number is not unique for that client. Below is the custom method (checkout) related code. Order Model: validates_uniqueness_of :customer_order_number, :scope => :client_id Orders_controller: def checkout @order = current_order end def complete_order @order = current_order respond_to do |format| if @order.update_attributes(params[:order]) @order.complete #sets submitted datetime and state to 'complete' flash[:notice] = 'Thank you! Your order is being processed.' format.html { redirect_to( products_path ) } format.xml { head :ok } else flash[:error] = 'Please review your items' #added to confirm an error is present format.html { redirect_to( checkout_path ) } format.xml { render :xml => @order.errors, :status => :unprocessable_entity } end end end And the form in the checkout view: <% form_for @order, :url => { :controller => "orders", :action => "complete_order" } do |f| %> <%= f.error_messages %> <%= f.text_field :customer_order_number, :label => "Purchase Order Number" %> <p> <%= f.submit 'Complete Order', :confirm => 'Are you sure?' %> <small> or <%= link_to 'cancel', current_cart_path %></small> </p> <% end %> Any idea how I can display the specific error messages? Thank you in advance! -Tony

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  • Serialized form fields in Ruby on Rails problem

    - by Violet
    I'm having a problem making serialized columns in my model persist correctly in forms. If my model validation fails I want to redisplay the "new" page with all my model data still in the forms. Right now, everything except the serialized fields seem to persist (if my Order fails to purchase, on the "new" page the email is still filled in but the shipping address fields are not). Is this a Rails bug or am I doing something wrong? My model: class Order < ActiveRecord::Base serialize :shipping_address end My controller: def new @order = Order.new end def create @order = Order.new params[:order] if @order.purchase then render :action => "success" else render :action => "new" end end My view, new.html.haml: = form_for @order do |f| - if @order.errors.any? #errorExplanation %p The following errors occurred: %ul - for msg in @order.errors.full_messages %li= msg %h2 Billing Information = f.label :email = f.text_field :email %h2 Shipping Address = f.fields_for :shipping_address do |b| %p.field.address = b.label :address1 = b.text_field :address1 %p= f.submit "Place Order"

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  • Should actors in a game be responsible for drawing themselves?

    - by alex
    I am very new to game development, but not to programming. I am (again) playing around with a Pong type game using JavaScript's canvas element. I have created a Paddle object which has the following properties... width height x y colour I also have a Pong object which has properties such as... width height backgroundColour draw(). The draw() method currently is resetting the canvas and that is where a question came up. Should the Paddle object have a draw() method responsible for its drawing, or should the draw() of the Pong object be responsible for drawing its actors (I assume that is the correct term, please correct me if I'm incorrect). I figured that it would be advantagous for the Paddle to draw itself, as I instantiate two objects, Player and Enemy. If it were not in the Pong's draw(), I'd need to write similar code twice. What is the best practice here? Thanks.

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  • Should Factories Persist Entities?

    - by mxmissile
    Should factories persist entities they build? Or is that the job of the caller? Pseudo Example Incoming: public class OrderFactory { public Order Build() { var order = new Order(); .... return order; } } public class OrderController : Controller { public OrderController(IRepository repository) { this.repository = repository; } public ActionResult MyAction() { var order = factory.Build(); repository.Insert(order); ... } } or public class OrderFactory { public OrderFactory(IRepository repository) { this.repository = repository; } public Order Build() { var order = new Order(); ... repository.Insert(order); return order; } } public class OrderController : Controller { public ActionResult MyAction() { var order = factory.Build(); ... } } Is there a recommended practice here?

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  • In OpenGl ES 2, should I allocate multiple transformation matrices?

    - by thm4ter
    In OpenGl ES 2, should I declare just one transformation matrix, and share it across all objects or should I declare a transformation matrix in each object that needs it? for clarification... something like this: public class someclass{ public static float[16] transMatrix = new float[16]; ... public static void translate(int x, int y){ //do translation here } } public class someotherclass{ ... void draw(GL10 unused){ someclass.translate(10,10); //draw } } verses something like this: public class obj1{ public static float[16] transMatrix = new float[16]; ... void draw(GL10 unused){ //translate //draw } } public class obj2{ public static float[16] transMatrix = new float[16]; ... void draw(GL10 unused){ //translate //draw } }

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  • Creating a DrawableGameComponent

    - by Christian Frantz
    If I'm going to draw cubes effectively, I need to get rid of the numerous amounts of draw calls I have and what has been suggested is that I create a "mesh" of my cubes. I already have them being stored in a single vertex buffer, but the issue lies in my draw method where I am still looping through every cube in order to draw them. I thought this was necessary as each cube will have a set position, but it lowers the frame rate incredibly. What's the easiest way to go about this? I have a class CubeChunk that inherits Microsoft.Stuff.DrawableGameComponent, but I don't know what comes next. I suppose I could just use the chunk of cubes created in my cube class, but that would just keep me going in circles and drawing each cube individually. The goal here is to create a draw method that draws my chunk as a whole, and to not draw individual cubes as I've been doing.

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  • XNA Sprite Clipping Incorrectly During Rotation

    - by user1226947
    I'm having a bit of trouble getting my sprites in XNA to draw. Seemingly if you use SpriteBatch to draw then XNA will not draw it if for example (mPosition.X + mSpriteTexture.Width < 0) as it assumes it is offscreen. However, it seems to make this decision before it applies a rotation. This rotation can mean that even though (mPosition.X + mSpriteTexture.Width < 0), some of the sprite is still visible on screen. My question is, is there a way to get it to draw further outside the viewport or temporarily disable sprite clipping during a certain spriteBatch.draw(...)? sb.Draw(mSpriteTexture, mPosition, new Rectangle(0, 0, mSpriteTexture.Width, mSpriteTexture.Height), Color.White, Globals.VectorToAngle(mOrientation), new Vector2(halfWidth, halfHeight), scale, SpriteEffects.None, 0);

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  • Find the order among tasks in a company by using prolog?

    - by Cem
    First of all,I wish a happy new year for everyone.I searched more and worked a lot but I could not solve this question.I am quite a new in prolog and I must do this homework. In my homework,the question is like this: Write a prolog program that determines a valid order for the tasks to be carried out in a company. The prolog program will consist of a set of "before" predicates which denotes the order between task pairs. Here is an example; before(a,b). before(a,e). before(d,c). before(b,c). before(c,e). Here, task a should be carried before tasks b and e, d before c and so on. Hence a valid ordering of the tasks would be [a, b, d, c, e]. The order predicate in your program will be queried as follows. ?- order([a,b,c,d,e],X). X = [a, b, d, c, e] ; X = [a, d, b, c, e] ; X = [d, a, b, c, e] ; false. Hint: Try to generate different orders for the tasks (permutation) and then check if the order is consistent with the "before" relationships given. Even if you can generate a single valid order, you will get reasonable partial credits.

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  • OcclusionQuery: how to ignore some objects?

    - by ApocKalipsS
    I'm trying to make a LensFlare effect when the player watch the sun in my XNA 4.0 Game. To do this, I use OcclusionQuery, here's my code: http://pastebin.com/meAkdwmD I also have some models, a terrain and a skybox. Here's my main Draw code: terrain.Draw(); model1.Draw(); model2.Draw(); skybox.Draw(); lensFlare.UpdateOcclusion(); lensFlare.Draw(); The problem is that the occlusion considers the sun to be behind the skybox, and the lensFlare wasn't showing up. So I moved lensFlare.UpdateOcclusion() before the drawing of the Skybox, and now the lensFlare appears, but my skybox is blinking (it's like it disappear and reappear at each frames...) How do I ignore the skybox in the occlusion?

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  • SDL: How would I add tile layers with my area class as a singleton?

    - by Tony
    I´m trying to wrap my head around how to get this done, if at all possible. So basically I have a Area class, Map class and Tile class. My Area class is a singleton, and this is causing some confusion. I´m trying to draw like this: Background / Tiles / Entities / Overlay Tiles / UI. void C_Application::OnRender() { // Fill the screen black SDL_FillRect( Surf_Screen, &Surf_Screen->clip_rect, SDL_MapRGB( Surf_Screen->format, 0x00, 0x00, 0x00 ) ); // Draw background // Draw tiles C_Area::AreaControl.OnRender(Surf_Screen, -C_Camera::CameraControl.GetX(), -C_Camera::CameraControl.GetY()); // Draw entities for(unsigned int i = 0;i < C_Entity::EntityList.size();i++) { if( !C_Entity::EntityList[i] ) { continue; } C_Entity::EntityList[i]->OnRender( Surf_Screen ); } // Draw overlay tiles // Draw UI // Update the Surf_Screen surface SDL_Flip( Surf_Screen); } Would be nice if someone could give a little input. Thanks.

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  • c++ and SDL: How would I add tile layers with my area class as a singleton?

    - by Tony
    I´m trying to wrap my head around how to get this done, if at all possible. So basically I have a Area class, Map class and Tile class. My Area class is a singleton, and this is causing some confusion. I´m trying to draw like this: Background / Tiles / Entities / Overlay Tiles / UI. void C_Application::OnRender() { // Fill the screen black SDL_FillRect( Surf_Screen, &Surf_Screen->clip_rect, SDL_MapRGB( Surf_Screen->format, 0x00, 0x00, 0x00 ) ); // Draw background // Draw tiles C_Area::AreaControl.OnRender(Surf_Screen, -C_Camera::CameraControl.GetX(), -C_Camera::CameraControl.GetY()); // Draw entities for(unsigned int i = 0;i < C_Entity::EntityList.size();i++) { if( !C_Entity::EntityList[i] ) { continue; } C_Entity::EntityList[i]->OnRender( Surf_Screen ); } // Draw overlay tiles // Draw UI // Update the Surf_Screen surface SDL_Flip( Surf_Screen); } Would be nice if someone could give a little input. Thanks.

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  • Why would gnu ld link order causes Signal 11 (SEGV) on startup?

    - by Benoit
    We are building a large application in C++ that includes the use of many (static) libraries. We have a problem where the application crashes on startup with a Signal 11, before we even reach main. After much debugging, we have observed that if we explicitly reference an object file so its link order is early, the program crashes on startup. If the file is referenced later (or not referenced at all), the program does not crash. To be clear, there is NO code invoked directly from this object file. However, as it is C++, there might be static objects that do get constructed (it's a CORBA IDL generated file). We use the -Wl,--start-group ... --end-group arguments to multi-pass link the symbols since the libraries are interdependent. Here is a representation of what I mean. This is what the linker's object file order is: Order 1 Order 2 Order 3 foo.o foo.o foo.o ... ... ... main.o main.o main.o crasher.o libA.o libA.o libA.o LibB.o LibB.o LibB.o LibC.o LibC.o LibC.o crasher.o Results: NO CRASH NO CRASH CRASH Does any one have an idea why the linkage order has an effect on the crash? It would be nice if we could force the crasher.o to link later, but we're really after an explanation. Also, is there a way to force the linker to place crasher.o towards the end? Just to add to the fun, in actuality, crasher.o is part of a Library in the --start/--end-group.

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