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  • Restful Services, oData, and Rest Sharp

    - by jkrebsbach
    After a great presentation by Jason Sheehan at MDC about RestSharp, I decided to implement it. RestSharp is a .Net framework for consuming restful data sources via either Json or XML. My first step was to put together a Restful data source for RestSharp to consume.  Staying entirely withing .Net, I decided to use Microsoft's oData implementation, built on System.Data.Services.DataServices.  Natively, these support Json, or atom+pub xml.  (XML with a few bells and whistles added on) There are three main steps for creating an oData data source: 1)  override CreateDSPMetaData This is where the metadata data is returned.  The meta data defines the structure of the data to return.  The structure contains the relationships between data objects, along with what properties the objects expose.  The meta data can and should be somehow cached so that the structure is not rebuild with every data request. 2) override CreateDataSource The context contains the data the data source will publish.  This method is the conduit which will populate the metadata objects to be returned to the requestor. 3) implement static InitializeService At this point we can set up security, along with setting up properties of the web service (versioning, etc)   Here is a web service which publishes stock prices for various Products (stocks) in various Categories. namespace RestService {     public class RestServiceImpl : DSPDataService<DSPContext>     {         private static DSPContext _context;         private static DSPMetadata _metadata;         /// <summary>         /// Populate traversable data source         /// </summary>         /// <returns></returns>         protected override DSPContext CreateDataSource()         {             if (_context == null)             {                 _context = new DSPContext();                 Category utilities = new Category(0);                 utilities.Name = "Electric";                 Category financials = new Category(1);                 financials.Name = "Financial";                                 IList products = _context.GetResourceSetEntities("Products");                 Product electric = new Product(0, utilities);                 electric.Name = "ABC Electric";                 electric.Description = "Electric Utility";                 electric.Price = 3.5;                 products.Add(electric);                 Product water = new Product(1, utilities);                 water.Name = "XYZ Water";                 water.Description = "Water Utility";                 water.Price = 2.4;                 products.Add(water);                 Product banks = new Product(2, financials);                 banks.Name = "FatCat Bank";                 banks.Description = "A bank that's almost too big";                 banks.Price = 19.9; // This will never get to the client                 products.Add(banks);                 IList categories = _context.GetResourceSetEntities("Categories");                 categories.Add(utilities);                 categories.Add(financials);                 utilities.Products.Add(electric);                 utilities.Products.Add(electric);                 financials.Products.Add(banks);             }             return _context;         }         /// <summary>         /// Setup rules describing published data structure - relationships between data,         /// key field, other searchable fields, etc.         /// </summary>         /// <returns></returns>         protected override DSPMetadata CreateDSPMetadata()         {             if (_metadata == null)             {                 _metadata = new DSPMetadata("DemoService", "DataServiceProviderDemo");                 // Define entity type product                 ResourceType product = _metadata.AddEntityType(typeof(Product), "Product");                 _metadata.AddKeyProperty(product, "ProductID");                 // Only add properties we wish to share with end users                 _metadata.AddPrimitiveProperty(product, "Name");                 _metadata.AddPrimitiveProperty(product, "Description");                 EntityPropertyMappingAttribute att = new EntityPropertyMappingAttribute("Name",                     SyndicationItemProperty.Title, SyndicationTextContentKind.Plaintext, true);                 product.AddEntityPropertyMappingAttribute(att);                 att = new EntityPropertyMappingAttribute("Description",                     SyndicationItemProperty.Summary, SyndicationTextContentKind.Plaintext, true);                 product.AddEntityPropertyMappingAttribute(att);                 // Define products as a set of product entities                 ResourceSet products = _metadata.AddResourceSet("Products", product);                 // Define entity type category                 ResourceType category = _metadata.AddEntityType(typeof(Category), "Category");                 _metadata.AddKeyProperty(category, "CategoryID");                 _metadata.AddPrimitiveProperty(category, "Name");                 _metadata.AddPrimitiveProperty(category, "Description");                 // Define categories as a set of category entities                 ResourceSet categories = _metadata.AddResourceSet("Categories", category);                 att = new EntityPropertyMappingAttribute("Name",                     SyndicationItemProperty.Title, SyndicationTextContentKind.Plaintext, true);                 category.AddEntityPropertyMappingAttribute(att);                 att = new EntityPropertyMappingAttribute("Description",                     SyndicationItemProperty.Summary, SyndicationTextContentKind.Plaintext, true);                 category.AddEntityPropertyMappingAttribute(att);                 // A product has a category, a category has products                 _metadata.AddResourceReferenceProperty(product, "Category", categories);                 _metadata.AddResourceSetReferenceProperty(category, "Products", products);             }             return _metadata;         }         /// <summary>         /// Based on the requesting user, can set up permissions to Read, Write, etc.         /// </summary>         /// <param name="config"></param>         public static void InitializeService(DataServiceConfiguration config)         {             config.SetEntitySetAccessRule("*", EntitySetRights.All);             config.DataServiceBehavior.MaxProtocolVersion = DataServiceProtocolVersion.V2;             config.DataServiceBehavior.AcceptProjectionRequests = true;         }     } }     The objects prefixed with DSP come from the samples on the oData site: http://www.odata.org/developers The products and categories objects are POCO business objects with no special modifiers. Three main options are available for defining the MetaData of data sources in .Net: 1) Generate Entity Data model (Potentially directly from SQL Server database).  This requires the least amount of manual interaction, and uses the edmx WYSIWYG editor to generate a data model.  This can be directly tied to the SQL Server database and generated from the database if you want a data access layer tightly coupled with your database. 2) Object model decorations.  If you already have a POCO data layer, you can decorate your objects with properties to statically inform the compiler how the objects are related.  The disadvantage is there are now tags strewn about your business layer that need to be updated as the business rules change.  3) Programmatically construct metadata object.  This is the object illustrated above in CreateDSPMetaData.  This puts all relationship information into one central programmatic location.  Here business rules are constructed when the DSPMetaData response object is returned.   Once you have your service up and running, RestSharp is designed for XML / Json, along with the native Microsoft library.  There are currently some differences between how Jason made RestSharp expect XML with how atom+pub works, so I found better results currently with the Json implementation - modifying the RestSharp XML parser to make an atom+pub parser is fairly trivial though, so use what implementation works best for you. I put together a sample console app which calls the RestSvcImpl.svc service defined above (and assumes it to be running on port 2000).  I used both RestSharp as a client, and also the default Microsoft oData client tools. namespace RestConsole {     class Program     {         private static DataServiceContext _ctx;         private enum DemoType         {             Xml,             Json         }         static void Main(string[] args)         {             // Microsoft implementation             _ctx = new DataServiceContext(new System.Uri("http://localhost:2000/RestServiceImpl.svc"));             var msProducts = RunQuery<Product>("Products").ToList();             var msCategory = RunQuery<Category>("/Products(0)/Category").AsEnumerable().Single();             var msFilteredProducts = RunQuery<Product>("/Products?$filter=length(Name) ge 4").ToList();             // RestSharp implementation                          DemoType demoType = DemoType.Json;             var client = new RestClient("http://localhost:2000/RestServiceImpl.svc");             client.ClearHandlers(); // Remove all available handlers             // Set up handler depending on what situation dictates             if (demoType == DemoType.Json)                 client.AddHandler("application/json", new RestSharp.Deserializers.JsonDeserializer());             else if (demoType == DemoType.Xml)             {                 client.AddHandler("application/atom+xml", new RestSharp.Deserializers.XmlDeserializer());             }                          var request = new RestRequest();             if (demoType == DemoType.Json)                 request.RootElement = "d"; // service root element for json             else if (demoType == DemoType.Xml)             {                 request.XmlNamespace = "http://www.w3.org/2005/Atom";             }                              // Return all products             request.Resource = "/Products?$orderby=Name";             RestResponse<List<Product>> productsResp = client.Execute<List<Product>>(request);             List<Product> products = productsResp.Data;             // Find category for product with ProductID = 1             request.Resource = string.Format("/Products(1)/Category");             RestResponse<Category> categoryResp = client.Execute<Category>(request);             Category category = categoryResp.Data;             // Specialized queries             request.Resource = string.Format("/Products?$filter=ProductID eq {0}", 1);             RestResponse<Product> productResp = client.Execute<Product>(request);             Product product = productResp.Data;                          request.Resource = string.Format("/Products?$filter=Name eq '{0}'", "XYZ Water");             productResp = client.Execute<Product>(request);             product = productResp.Data;         }         private static IEnumerable<TElement> RunQuery<TElement>(string queryUri)         {             try             {                 return _ctx.Execute<TElement>(new Uri(queryUri, UriKind.Relative));             }             catch (Exception ex)             {                 throw ex;             }         }              } }   Feel free to step through the code a few times and to attach a debugger to the service as well to see how and where the context and metadata objects are constructed and returned.  Pay special attention to the response object being returned by the oData service - There are several properties of the RestRequest that can be used to help troubleshoot when the structure of the response is not exactly what would be expected.

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  • 30 seconds from File|New to a new CRUD Silverlight application with Teleriks new LINQ Implementation

    Last month Telerik released its new LINQ implementation and last week we released the new Data Services Wizard for Telerik OpenAccess, which supports both traditional OpenAccess entities and the new LINQ implementation. I will a walk you through the process where you can connect to a database, add a new domain model, wrap it in a new WCF Data Services (Astoria) service, and add a CRUD enabled Silverlight application. All in 30 seconds! Step 1: Build your Domain Model (20 seconds) Open Visual Studio 2010 RTM (or 2008) and add a new ASP.NET project. Right click on the project and select Add|New Item and choose Telerk OpenAccess Domain Model from the item template list. The Visual Entity Designer wizard comes up. Select the database server you are using in the first screen (SQL Server, Oracle, SQL Azure, MySQL, etc) and then also build your database connection string. Next select the tables, views, and stored procedures you want ...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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  • CodePlex Daily Summary for Wednesday, May 05, 2010

    CodePlex Daily Summary for Wednesday, May 05, 2010New Projects2010微软精英大挑战Heritage of Dragon项目: 我们来自上海市同济大学,兴趣相投,集聚于此共同构建一个开放的网络平台。致力于运用构建在云端基于地图的服务,使用文字、图片、视频、互动动画等形式来展示全国各地的传统手工艺。并且充分发挥网络的优势,通过开放协作的维基平台人人都可以参与到内容的添加修改与完善中来。目的在于记录、展示、挖掘、传承中国古...AutoArchive: Auto archive your "my documents" to a remote machine. I'm writing this so my wife can put things in "my documents" and it'll automaticly archive i...BigDoor .NET Client: A .NET client for the BigDoor Media API. The API enables secured virtual transactions with support for any number of currencies, transactions, awar...bubujie: Dreamweaver LibraryGeckoGit: GeckoGit is a combination of TortoiseSVN and AnkhSVN, but for Git repositories, and built on the GitSharp library.Global: global, config, mail, http, rest, xml, serialization, helper, path, ioIndustrial Dashboard Connected Grid webpart: This Sharepoint 2007/10 webpart provides a simple way to display grid based reports populated with data that comes from a SQL Server stored procedu...IpControls: "IpControls" contains IPv4 and IPv6 text boxes, both as Windows Forms and WPF version. The IPv6 control automatically detects the older hybrid for...LiteME: LiteME is short for LiteMapleStoryEmulator... it is v75, open-source, and still going through it's alpha stages. It is still in development!Meditel PHP Class: Une classe PHP qui vous permet de d'envoyer des SMS vers tous les numeros Meditel en utilisant leservice des SMS gratuits depuis le site Meditel.maMoneySafe: Help people.Mouse Zoom - Visual Studio Extension: Mouse Zoom is a Visual Studio 2010 extension that will cause the mouse zoom functionality to zoom at the mouse's cursor instead of at the top of th...Multi-Language Words Memorizer: This .net application is designed for learning words and help foreign language learners by lots of automatic features. After you select a list of ...Navigation for ASP.NET Web Forms: Navigation for ASP.NET Web Forms manages movement and data passing between aspx Pages in a unit testable manner. There is no Client-side logic, so ...NazTek.Extension.Clr4: CLR 4.0 extensions and utility APIOpalis Community Releases: Sample workflows, objects, code and other items related to System Center's Opalis Integration Server, published by the Opalis team.Power Video Player: Power Video Player is a slim feature-rich video/dvd player that meets everyday needs in video playback on PC with a bunch of advanced features on b...SchemeEditor: <WPF> <.NET> <Editor> <Silverlight> <Scheme> <Graphics> <simulink> <schematic>StyleCop+: StyleCop+ is a plug-in that extends original StyleCop features.timemanager2010: Just another work time managerTweetTunes: Updates Twitter with current song playing in iTunes - if your Twitter account is linked to Facebook - it will update that too The twittervb2 down...WCF Discovery Library: WCF Discovery Library is a small collection of utilities that makes it easy to add WCF 4.0 Discovery features into your projects.New ReleasesAjaxControlToolkit additional extenders: ControlToolkitExtended: this build contains web example with BreadCrumbsAnyCAD: AnyCAD Free Beta1: AnyCAD Free Beta1Baccarat: Single player practice baccarat: This is a simple baccarat game for Windows Mobile. It is single player and is only a practice version, which will help users familiarize themselve...BigDoor .NET Client: BigDoor .NET 2.0 Client (Alpha): Our first iteration of the .NET client. Please fork and or ask to be added if you want to make any contributions.CBM-Command: 2010-05-04: Release NotesNew Features Panel navigation now complete. Scroll up and down through directories using the up and down cursor keys. Switch between...Directory Linker: Directory Linker 2.1: This release introduces XP support, more information about all features can be found at http://www.humblecoder.co.uk/?p=141Extend SmallBasic: Teaching Extensions v.015: added high low quizGoogle AJAX Search Services for jQuery: jquery.gss-0.1.3.js: First official release - use at your own discretion. Thanks, AndrewIndustrial Dashboard Connected Grid webpart: Filtered Industrial Grid: Filtered Industrial Grid web part for SharePoint 2007/2010, First Release.jQuery Library for SharePoint Web Services: SPServices 0.5.5: IMPORTANT NOTE: This release is in an alpha state. You should only download it if you know what you are getting and are interested in testing it f...Meditel PHP Class: Meditel PHP Class: Zipped File : Example : exemplemeditel.php PHP Class : meditel.class.phpMulti-Language Words Memorizer: Memorizer 1.0: First release.mwNSPECT: mwNSPECT Plugin DLL: mwNSPECT Mapwindow plugin dll. Place in your MapWindow or BASINS plugins directory. Presently only for testing form functionality (not including...mwNSPECT: mwNSPECT Simple Installer: Simplistic mwNSPECT Mapwindow plugin installer using Inno setup. Installs all the files you'll need for NSPECT into the C:\NSPECT folder and insta...MyWSAT - ASP.NET Membership Administration Tool: MyWSAT v3.5.3: MyWSAT 3.5.3 Update Notes - May 4th 2010 1.) Added the user search box and a-z navigation menu to all relevant user gridviews. 2.) Added a membersh...Object/Relational Mapper & Code Generator in Net 2.0 for Relational & XML Schema: 2.7: Upgraded UI-generation templates for special case of associative tables (2-column primary keys). Minor bugfix with template-editor.Open NFSe: Open NFSe 2.0: Versao para Belo Horizonte utilizando Windows Services.Power Video Player: PVP 1.1.3776: v1.1.3776 This is mainly a rebuild of version 1.1 under Ms-PL license and is the 1st version available at CodePlex.PROGRAMMABLE SOFTWARE DEVELOPMENT ENVIRONMENT: PROGRAMMABLE SOFTWARE DEVELOPMENT ENVIRONMENT-3.1: The following error has been corrected: PCG ERROR: srcproj -- 3933 PCG ERROR: srcproj -- 2943 PCG ERROR: devproj -- 1474 PCG ERROR: mainprj -- 128...Rehost Image: 1.3.9: Fixed locations saving for mac and linux platforms.Robot Shootans: Robot Shootans 0.5.1 (Windows): This is the first public release of this game. Instructions on how to play are included in the game itself Known issues: Changing control style wh...SchemeEditor: SchemeEditor Beta: First release. Wait for documentation & update for some new functionSharePoint Rsync List: SharePoint Rsync 0.9.0.0: Initial release of sprsync. Comments, questions, feedback, and code enhancements are welcome!Software Is Hardwork: Sw. Is Hw. Lib. 3.0.0.x+01: Sw. Is Hw. Lib. 3.0.0.x+01 UNSUPPORTED, UNTESTED ALPHA RELEASE Code may disappear. This is just a preview of code that was in progress. Code is s...Software Localization Tool: SharpSLT 1.0.1: Minor release: bug fixes slight changes in the UIStyleCop+: StyleCop+ 0.6: Several important improvements made for Advanced Naming Rules: - Added new entities for fields and constants - Added new entities for methods (incl...turing machine simulator: First version of turing machine: Overview: First version of turing simulator with example script (transaction function). Files: SimulatorGui.exe - main GUI of simulator TuringMach...VCC: Latest build, v2.1.30504.0: Automatic drop of latest buildVocabulary Training Center: Basic Edition 1.1: A release with medium large changes: New functionality: Multiple-choice questions added Grammatical questions added Evaluation changed accordin...Web Service Software Factory: Web Service Software Factory 2010 RC: To use the Web Service Software Factory 2010, you need the following software installed on your computer: • Microsoft Visual Studio 2010 (Ultima...Web Service Software Factory: WSSF2010 Guide: This is the help and guidance for Web Service Software Factory 2010Windows Phone 7 Panorama control: panorama control v0.6 + samples: IMPORTANT NOTE: Please read the following bug + suggested workaround. I'll fix this in a new release shortly. Panorama Control source code + sampl...WPF Behavior Library: WPF Behavior Library 0.2 Release: Drag & Drop Took away the ItemType and DataTemplate requirements Added functions for inheritors to be able to provide custom logic to handle movi...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight Toolkitpatterns & practices – Enterprise LibraryWindows Presentation Foundation (WPF)iTuner - The iTunes CompanionDotNetNuke® Community EditionASP.NETMost Active Projectspatterns & practices – Enterprise LibraryAJAX Control FrameworkHydroServer - CUAHSI Hydrologic Information System ServerIonics Isapi Rewrite Filterpatterns & practices: Azure Security GuidanceRawrBlogEngine.NETTinyProjectNB_Store - Free DotNetNuke Ecommerce Catalog ModuleAll-In-One Code Framework

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  • Silverlight Cream for May 30, 2010 -- #873

    - by Dave Campbell
    In this Issue: Matthias Shapiro, Colin Blair(-2-), Mike Snow, Marlon Grech, Victor Gaudioso. Shoutout: If you're going to be anywhere near Mission Viejo, California on June 19th, set your calendar for this Victor Gaudioso event: New Speaking Event: Microsoft Book Signing/Silverlight 4 Presentation SilverLaw has another example of his Flexible surface app up: Drag & Drop Flexible Surface - Silverlight 4 From SilverlightCream.com: Silverlight 4 Binding and StringFormat in XAML Matthias Shapiro has a discussion posted about StringFormat binding in Silverlight 4 ... he dug in hard on this... well worth a read. View Model Collection Properties for WCF RIA Services Colin Blair is discussing some possibilities for exposing collections of entities from the ViewModel... his favorite: PagedCollectionView. The next post discusses this deeper. Advanced Paged Collection View Colin Blair continues in more depth on the PagedCollectionView, this time handling paging, sorting, and multiple loads. Silverlight Tip of the day #25 – Detecting Validation Errors on Submit Mike Snow's latest Tip of the Day is up and is about validation - specifically validating after your user has pressed "OK" INotifyPropertyChanged… I am fed up of handling events just to know when a property changed Marlon Grech has an Rx-less solution to code notifications of properties changing... this is a WPF and Silverlight solution and all the code is downloadable. New Silverlight Video Tutorial: How to Add Multiple BitmapEffects to One Object Victor Gaudioso's latest outing is in response to a query from a reader and is a video tutorial showing how to add multiple bitmap effects to one object. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • OpenGL ES 2 shaders for drawing buildings and roads like Google Maps does

    - by Pris
    I'm trying to create a shader that'll give me an effect similar to what buildings and roads look like on 3D Google Maps. You can see the effect interactively if you enable WebGL at maps.google.com, and I also found a couple of screenshots that illustrate what I'm trying to achieve: Thing I noticed: There's some kind of transparency thing going on with the roads/ground and the buildings, but not between the buildings themselves. It might be that they're rendering the ground and roads after the buildings with the right blend functions to achieve that effect. If you look closely, you'll see parts of the building profiles have an outline. The roads also have nice clean outlines. There are a lot of techniques for outlining things with shaders... but I'm curious to find out what might have been used in this case considering mobile hardware and a large number of entities with outlines (roads and buildings) I'm assuming that for the lighting, some sort of simple diffuse per-vertex shader is being used for the buildings though I could be wrong. I'm especially curious about the 'look' they achieved with buildings (clean, precise outlines/shading). It reminds me a little of what you'd see when designing stuff with CAD applications like SolidWorks: I'd appreciate any advice on achieving this kind of look with ES 2 shaders.

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  • TOTD #165: Eclipse Indigo, Java EE 6 and GlassFish

    - by arungupta
    46 millions lines of code committed by 408 developers from 49 organizations is the recipe for Indigo, the sixth release as part of the Eclipse annual release train. The key features of this release are: EGit 1.0 enabling Git support WindowBuilder, a GUI Builder Jubula for automated functional testing for Java and HTML EclipseLink 2.3 with support for multi-tenant JPA entities Equinox 3.7 with OSGi 4.3 specs Read the complete list of improvements here and download now! An updated version of the GlassFish plugin is also pushed to the update center and can be downloaded by clicking on "Additional Server Adapters" and selecting GlassFish as shown below: Couple of much needed improvements in the plugin are: Configurable "Preserve Sessions across Re-deploys" by double-clicking on the server properties: This property could only be configured during server registeration in earlier versions. Richer management of GlassFish from within the IDE such as viewing all the resources (JDBC, Connectors, and JavaMail) as shown below: The screencast #36 shows complete Java EE 6 development using GlassFish and the video is  embedded here for convenience: This blog has published multiple entries on Eclipse and here are some of them: Eclipse Con 2011 Hands-on Lab delivered: OSGi, JavaEE, GlassFish, Eclipse a powerful foursome Screencast #38: "Developing OSGi-enabled Java EE Applications using GlassFish" Tutorial at EclipseCon 2011 Screencast #36: Web App Development using Java EE 6, GlassFish, and Eclipse - Webinar Recording Screencast #31: Java EE 6 using GlassFish and Eclipse 3.6 - Oracle Enterprise Pack for Eclipse 11.1.1.6 is now available - 5 new screencasts TOTD #127: Embedding GlassFish in an existing OSGi runtime - Eclipse Equinox TOTD #126: Creating an OSGi bundles using Eclipse and deploying in GlassFish

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  • TOTD #165: Eclipse Indigo, Java EE 6 and GlassFish

    - by arungupta
    46 millions lines of code committed by 408 developers from 49 organizations is the recipe for Indigo, the sixth release as part of the Eclipse annual release train. The key features of this release are: EGit 1.0 enabling Git support WindowBuilder, a GUI Builder Jubula for automated functional testing for Java and HTML EclipseLink 2.3 with support for multi-tenant JPA entities Equinox 3.7 with OSGi 4.3 specs Read the complete list of improvements here and download now! An updated version of the GlassFish plugin is also pushed to the update center and can be downloaded by clicking on "Additional Server Adapters" and selecting GlassFish as shown below: Couple of much needed improvements in the plugin are: Configurable "Preserve Sessions across Re-deploys" by double-clicking on the server properties: This property could only be configured during server registeration in earlier versions. Richer management of GlassFish from within the IDE such as viewing all the resources (JDBC, Connectors, and JavaMail) as shown below: The screencast #36 shows complete Java EE 6 development using GlassFish and the video is  embedded here for convenience: This blog has published multiple entries on Eclipse and here are some of them: Eclipse Con 2011 Hands-on Lab delivered: OSGi, JavaEE, GlassFish, Eclipse a powerful foursome Screencast #38: "Developing OSGi-enabled Java EE Applications using GlassFish" Tutorial at EclipseCon 2011 Screencast #36: Web App Development using Java EE 6, GlassFish, and Eclipse - Webinar Recording Screencast #31: Java EE 6 using GlassFish and Eclipse 3.6 - Oracle Enterprise Pack for Eclipse 11.1.1.6 is now available - 5 new screencasts TOTD #127: Embedding GlassFish in an existing OSGi runtime - Eclipse Equinox TOTD #126: Creating an OSGi bundles using Eclipse and deploying in GlassFish

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  • Designing a social network with CQRS, graph databases and relational databases in mind

    - by Siraj Mansour
    I have done quite an amount of research on the topic so far, but i couldn't come up with a conclusion to make up my mind. I am designing a social network and during my research i stumbled upon graph databases, i found neo4j pretty interesting for user relations and traversing through nodes. I also thought of using a relational database such as MS-SQL or MySQL to store entity data only and depending on neo4j for connections between entities. Of course this means more work in my application to store and pull data in and out of 2 different sources. My first question : Is using this approach (graph + relational) a good approach for designing my social network keeping in mind that users on social networks don't have to in synch with real data by split second ? What are the positives and negatives of this approach ? My Second question : I've been doing some reading on CQRS and as i understood it is mostly useful for collaborative environments, and environments where users see a lot of "stale" data. social networks has shared comments, events, etc .. and many users query or update the same data. Could CQRS be a helpful approach ? Would it give any performance/scalability benefits or non-useful complexity ? Is it fairly applicable with my possible choice of (graph + relational) databases approach mentioned in the question above ? My purpose is to know if the approaches i have mentioned above seem good enough for the business context.

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  • Caching NHibernate Named Queries

    - by TStewartDev
    I recently started a new job and one of my first tasks was to implement a "popular products" design. The parameters were that it be done with NHibernate and be cached for 24 hours at a time because the query will be pretty taxing and the results do not need to be constantly up to date. This ended up being tougher than it sounds. The database schema meant a minimum of four joins with filtering and ordering criteria. I decided to use a stored procedure rather than letting NHibernate create the SQL for me. Here is a summary of what I learned (even if I didn't ultimately use all of it): You can't, at the time of this writing, use Fluent NHibernate to configure SQL named queries or imports You can return persistent entities from a stored procedure and there are a couple ways to do that You can populate POCOs using the results of a stored procedure, but it isn't quite as obvious You can reuse your named query result mapping other places (avoid duplication) Caching your query results is not at all obvious Testing to see if your cache is working is a pain NHibernate does a lot of things right. Having unified, up-to-date, comprehensive, and easy-to-find documentation is not one of them. By the way, if you're new to this, I'll use the terms "named query" and "stored procedure" (from NHibernate's perspective) fairly interchangeably. Technically, a named query can execute any SQL, not just a stored procedure, and a stored procedure doesn't have to be executed from a named query, but for reusability, it seems to me like the best practice. If you're here, chances are good you're looking for answers to a similar problem. You don't want to read about the path, you just want the result. So, here's how to get this thing going. The Stored Procedure NHibernate has some guidelines when using stored procedures. For Microsoft SQL Server, you have to return a result set. The scalar value that the stored procedure returns is ignored as are any result sets after the first. Other than that, it's nothing special. CREATE PROCEDURE GetPopularProducts @StartDate DATETIME, @MaxResults INT AS BEGIN SELECT [ProductId], [ProductName], [ImageUrl] FROM SomeTableWithJoinsEtc END The Result Class - PopularProduct You have two options to transport your query results to your view (or wherever is the final destination): you can populate an existing mapped entity class in your model, or you can create a new entity class. If you go with the existing model, the advantage is that the query will act as a loader and you'll get full proxied access to the domain model. However, this can be a disadvantage if you require access to the related entities that aren't loaded by your results. For example, my PopularProduct has image references. Unless I tie them into the query (thus making it even more complicated and expensive to run), they'll have to be loaded on access, requiring more trips to the database. Since we're trying to avoid trips to the database by using a second-level cache, we should use the second option, which is to create a separate entity for results. This approach is (I believe) in the spirit of the Command-Query Separation principle, and it allows us to flatten our data and optimize our report-generation process from data source to view. public class PopularProduct { public virtual int ProductId { get; set; } public virtual string ProductName { get; set; } public virtual string ImageUrl { get; set; } } The NHibernate Mappings (hbm) Next up, we need to let NHibernate know about the query and where the results will go. Below is the markup for the PopularProduct class. Notice that I'm using the <resultset> element and that it has a name attribute. The name allows us to drop this into our query map and any others, giving us reusability. Also notice the <import> element which lets NHibernate know about our entity class. <?xml version="1.0" encoding="utf-8" ?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2"> <import class="PopularProduct, Infrastructure.NHibernate, Version=1.0.0.0"/> <resultset name="PopularProductResultSet"> <return-scalar column="ProductId" type="System.Int32"/> <return-scalar column="ProductName" type="System.String"/> <return-scalar column="ImageUrl" type="System.String"/> </resultset> </hibernate-mapping>  And now the PopularProductsMap: <?xml version="1.0" encoding="utf-8" ?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2"> <sql-query name="GetPopularProducts" resultset-ref="PopularProductResultSet" cacheable="true" cache-mode="normal"> <query-param name="StartDate" type="System.DateTime" /> <query-param name="MaxResults" type="System.Int32" /> exec GetPopularProducts @StartDate = :StartDate, @MaxResults = :MaxResults </sql-query> </hibernate-mapping>  The two most important things to notice here are the resultset-ref attribute, which links in our resultset mapping, and the cacheable attribute. The Query Class – PopularProductsQuery So far, this has been fairly obvious if you're familiar with NHibernate. This next part, maybe not so much. You can implement your query however you want to; for me, I wanted a self-encapsulated Query class, so here's what it looks like: public class PopularProductsQuery : IPopularProductsQuery { private static readonly IResultTransformer ResultTransformer; private readonly ISessionBuilder _sessionBuilder;   static PopularProductsQuery() { ResultTransformer = Transformers.AliasToBean<PopularProduct>(); }   public PopularProductsQuery(ISessionBuilder sessionBuilder) { _sessionBuilder = sessionBuilder; }   public IList<PopularProduct> GetPopularProducts(DateTime startDate, int maxResults) { var session = _sessionBuilder.GetSession(); var popularProducts = session .GetNamedQuery("GetPopularProducts") .SetCacheable(true) .SetCacheRegion("PopularProductsCacheRegion") .SetCacheMode(CacheMode.Normal) .SetReadOnly(true) .SetResultTransformer(ResultTransformer) .SetParameter("StartDate", startDate.Date) .SetParameter("MaxResults", maxResults) .List<PopularProduct>();   return popularProducts; } }  Okay, so let's look at each line of the query execution. The first, GetNamedQuery, matches up with our NHibernate mapping for the sql-query. Next, we set it as cacheable (this is probably redundant since our mapping also specified it, but it can't hurt, right?). Then we set the cache region which we'll get to in the next section. Set the cache mode (optional, I believe), and my cache is read-only, so I set that as well. The result transformer is very important. This tells NHibernate how to transform your query results into a non-persistent entity. You can see I've defined ResultTransformer in the static constructor using the AliasToBean transformer. The name is obviously leftover from Java/Hibernate. Finally, set your parameters and then call a result method which will execute the query. Because this is set to cached, you execute this statement every time you run the query and NHibernate will know based on your parameters whether to use its cached version or a fresh version. The Configuration – hibernate.cfg.xml and Web.config You need to explicitly enable second-level caching in your hibernate configuration: <hibernate-configuration xmlns="urn:nhibernate-configuration-2.2"> <session-factory> [...] <property name="dialect">NHibernate.Dialect.MsSql2005Dialect</property> <property name="cache.provider_class">NHibernate.Caches.SysCache.SysCacheProvider,NHibernate.Caches.SysCache</property> <property name="cache.use_query_cache">true</property> <property name="cache.use_second_level_cache">true</property> [...] </session-factory> </hibernate-configuration> Both properties "use_query_cache" and "use_second_level_cache" are necessary. As this is for a web deployement, we're using SysCache which relies on ASP.NET's caching. Be aware of this if you're not deploying to the web! You'll have to use a different cache provider. We also need to tell our cache provider (in this cache, SysCache) about our caching region: <syscache> <cache region="PopularProductsCacheRegion" expiration="86400" priority="5" /> </syscache> Here I've set the cache to be valid for 24 hours. This XML snippet goes in your Web.config (or in a separate file referenced by Web.config, which helps keep things tidy). The Payoff That should be it! At this point, your queries should run once against the database for a given set of parameters and then use the cache thereafter until it expires. You can, of course, adjust settings to work in your particular environment. Testing Testing your application to ensure it is using the cache is a pain, but if you're like me, you want to know that it's actually working. It's a bit involved, though, so I'll create a separate post for it if comments indicate there is interest.

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  • NHibernate Conventions

    - by Ricardo Peres
    Introduction It seems that nowadays everyone loves conventions! Not the ones that you go to, but the ones that you use, that is! It just happens that NHibernate also supports conventions, and we’ll see exactly how. Conventions in NHibernate are supported in two ways: Naming of tables and columns when not explicitly indicated in the mappings; Full domain mapping. Naming of Tables and Columns Since always NHibernate has supported the concept of a naming strategy. A naming strategy in NHibernate converts class and property names to table and column names and vice-versa, when a name is not explicitly supplied. In concrete, it must be a realization of the NHibernate.Cfg.INamingStrategy interface, of which NHibernate includes two implementations: DefaultNamingStrategy: the default implementation, where each column and table are mapped to identically named properties and classes, for example, “MyEntity” will translate to “MyEntity”; ImprovedNamingStrategy: underscores (_) are used to separate Pascal-cased fragments, for example, entity “MyEntity” will be mapped to a “my_entity” table. The naming strategy can be defined at configuration level (the Configuration instance) by calling the SetNamingStrategy method: 1: cfg.SetNamingStrategy(ImprovedNamingStrategy.Instance); Both the DefaultNamingStrategy and the ImprovedNamingStrategy classes offer singleton instances in the form of Instance static fields. DefaultNamingStrategy is the one NHibernate uses, if you don’t specify one. Domain Mapping In mapping by code, we have the choice of relying on conventions to do the mapping automatically. This means a class will inspect our classes and decide how they will relate to the database objects. The class that handles conventions is NHibernate.Mapping.ByCode.ConventionModelMapper, a specialization of the base by code mapper, NHibernate.Mapping.ByCode.ModelMapper. The ModelMapper relies on an internal SimpleModelInspector to help it decide what and how to map, but the mapper lets you override its decisions.  You apply code conventions like this: 1: //pick the types that you want to map 2: IEnumerable<Type> types = Assembly.GetExecutingAssembly().GetExportedTypes(); 3:  4: //conventions based mapper 5: ConventionModelMapper mapper = new ConventionModelMapper(); 6:  7: HbmMapping mapping = mapper.CompileMappingFor(types); 8:  9: //the one and only configuration instance 10: Configuration cfg = ...; 11: cfg.AddMapping(mapping); This is a very simple example, it lacks, at least, the id generation strategy, which you can add by adding an event handler like this: 1: mapper.BeforeMapClass += (IModelInspector modelInspector, Type type, IClassAttributesMapper classCustomizer) => 2: { 3: classCustomizer.Id(x => 4: { 5: //set the hilo generator 6: x.Generator(Generators.HighLow); 7: }); 8: }; The mapper will fire events like this whenever it needs to get information about what to do. And basically this is all it takes to automatically map your domain! It will correctly configure many-to-one and one-to-many relations, choosing bags or sets depending on your collections, will get the table and column names from the naming strategy we saw earlier and will apply the usual defaults to all properties, such as laziness and fetch mode. However, there is at least one thing missing: many-to-many relations. The conventional mapper doesn’t know how to find and configure them, which is a pity, but, alas, not difficult to overcome. To start, for my projects, I have this rule: each entity exposes a public property of type ISet<T> where T is, of course, the type of the other endpoint entity. Extensible as it is, NHibernate lets me implement this very easily: 1: mapper.IsOneToMany((MemberInfo member, Boolean isLikely) => 2: { 3: Type sourceType = member.DeclaringType; 4: Type destinationType = member.GetMemberFromDeclaringType().GetPropertyOrFieldType(); 5:  6: //check if the property is of a generic collection type 7: if ((destinationType.IsGenericCollection() == true) && (destinationType.GetGenericArguments().Length == 1)) 8: { 9: Type destinationEntityType = destinationType.GetGenericArguments().Single(); 10:  11: //check if the type of the generic collection property is an entity 12: if (mapper.ModelInspector.IsEntity(destinationEntityType) == true) 13: { 14: //check if there is an equivalent property on the target type that is also a generic collection and points to this entity 15: PropertyInfo collectionInDestinationType = destinationEntityType.GetProperties().Where(x => (x.PropertyType.IsGenericCollection() == true) && (x.PropertyType.GetGenericArguments().Length == 1) && (x.PropertyType.GetGenericArguments().Single() == sourceType)).SingleOrDefault(); 16:  17: if (collectionInDestinationType != null) 18: { 19: return (false); 20: } 21: } 22: } 23:  24: return (true); 25: }); 26:  27: mapper.IsManyToMany((MemberInfo member, Boolean isLikely) => 28: { 29: //a relation is many to many if it isn't one to many 30: Boolean isOneToMany = mapper.ModelInspector.IsOneToMany(member); 31: return (!isOneToMany); 32: }); 33:  34: mapper.BeforeMapManyToMany += (IModelInspector modelInspector, PropertyPath member, IManyToManyMapper collectionRelationManyToManyCustomizer) => 35: { 36: Type destinationEntityType = member.LocalMember.GetPropertyOrFieldType().GetGenericArguments().First(); 37: //set the mapping table column names from each source entity name plus the _Id sufix 38: collectionRelationManyToManyCustomizer.Column(destinationEntityType.Name + "_Id"); 39: }; 40:  41: mapper.BeforeMapSet += (IModelInspector modelInspector, PropertyPath member, ISetPropertiesMapper propertyCustomizer) => 42: { 43: if (modelInspector.IsManyToMany(member.LocalMember) == true) 44: { 45: propertyCustomizer.Key(x => x.Column(member.LocalMember.DeclaringType.Name + "_Id")); 46:  47: Type sourceType = member.LocalMember.DeclaringType; 48: Type destinationType = member.LocalMember.GetPropertyOrFieldType().GetGenericArguments().First(); 49: IEnumerable<String> names = new Type[] { sourceType, destinationType }.Select(x => x.Name).OrderBy(x => x); 50:  51: //set inverse on the relation of the alphabetically first entity name 52: propertyCustomizer.Inverse(sourceType.Name == names.First()); 53: //set mapping table name from the entity names in alphabetical order 54: propertyCustomizer.Table(String.Join("_", names)); 55: } 56: }; We have to understand how the conventions mapper thinks: For each collection of entities found, it will ask the mapper if it is a one-to-many; in our case, if the collection is a generic one that has an entity as its generic parameter, and the generic parameter type has a similar collection, then it is not a one-to-many; Next, the mapper will ask if the collection that it now knows is not a one-to-many is a many-to-many; Before a set is mapped, if it corresponds to a many-to-many, we set its mapping table. Now, this is tricky: because we have no way to maintain state, we sort the names of the two endpoint entities and we combine them with a “_”; for the first alphabetical entity, we set its relation to inverse – remember, on a many-to-many relation, only one endpoint must be marked as inverse; finally, we set the column name as the name of the entity with an “_Id” suffix; Before the many-to-many relation is processed, we set the column name as the name of the other endpoint entity with the “_Id” suffix, as we did for the set. And that’s it. With these rules, NHibernate will now happily find and configure many-to-many relations, as well as all the others. You can wrap this in a new conventions mapper class, so that it is more easily reusable: 1: public class ManyToManyConventionModelMapper : ConventionModelMapper 2: { 3: public ManyToManyConventionModelMapper() 4: { 5: base.IsOneToMany((MemberInfo member, Boolean isLikely) => 6: { 7: return (this.IsOneToMany(member, isLikely)); 8: }); 9:  10: base.IsManyToMany((MemberInfo member, Boolean isLikely) => 11: { 12: return (this.IsManyToMany(member, isLikely)); 13: }); 14:  15: base.BeforeMapManyToMany += this.BeforeMapManyToMany; 16: base.BeforeMapSet += this.BeforeMapSet; 17: } 18:  19: protected virtual Boolean IsManyToMany(MemberInfo member, Boolean isLikely) 20: { 21: //a relation is many to many if it isn't one to many 22: Boolean isOneToMany = this.ModelInspector.IsOneToMany(member); 23: return (!isOneToMany); 24: } 25:  26: protected virtual Boolean IsOneToMany(MemberInfo member, Boolean isLikely) 27: { 28: Type sourceType = member.DeclaringType; 29: Type destinationType = member.GetMemberFromDeclaringType().GetPropertyOrFieldType(); 30:  31: //check if the property is of a generic collection type 32: if ((destinationType.IsGenericCollection() == true) && (destinationType.GetGenericArguments().Length == 1)) 33: { 34: Type destinationEntityType = destinationType.GetGenericArguments().Single(); 35:  36: //check if the type of the generic collection property is an entity 37: if (this.ModelInspector.IsEntity(destinationEntityType) == true) 38: { 39: //check if there is an equivalent property on the target type that is also a generic collection and points to this entity 40: PropertyInfo collectionInDestinationType = destinationEntityType.GetProperties().Where(x => (x.PropertyType.IsGenericCollection() == true) && (x.PropertyType.GetGenericArguments().Length == 1) && (x.PropertyType.GetGenericArguments().Single() == sourceType)).SingleOrDefault(); 41:  42: if (collectionInDestinationType != null) 43: { 44: return (false); 45: } 46: } 47: } 48:  49: return (true); 50: } 51:  52: protected virtual new void BeforeMapManyToMany(IModelInspector modelInspector, PropertyPath member, IManyToManyMapper collectionRelationManyToManyCustomizer) 53: { 54: Type destinationEntityType = member.LocalMember.GetPropertyOrFieldType().GetGenericArguments().First(); 55: //set the mapping table column names from each source entity name plus the _Id sufix 56: collectionRelationManyToManyCustomizer.Column(destinationEntityType.Name + "_Id"); 57: } 58:  59: protected virtual new void BeforeMapSet(IModelInspector modelInspector, PropertyPath member, ISetPropertiesMapper propertyCustomizer) 60: { 61: if (modelInspector.IsManyToMany(member.LocalMember) == true) 62: { 63: propertyCustomizer.Key(x => x.Column(member.LocalMember.DeclaringType.Name + "_Id")); 64:  65: Type sourceType = member.LocalMember.DeclaringType; 66: Type destinationType = member.LocalMember.GetPropertyOrFieldType().GetGenericArguments().First(); 67: IEnumerable<String> names = new Type[] { sourceType, destinationType }.Select(x => x.Name).OrderBy(x => x); 68:  69: //set inverse on the relation of the alphabetically first entity name 70: propertyCustomizer.Inverse(sourceType.Name == names.First()); 71: //set mapping table name from the entity names in alphabetical order 72: propertyCustomizer.Table(String.Join("_", names)); 73: } 74: } 75: } Conclusion Of course, there is much more to mapping than this, I suggest you look at all the events and functions offered by the ModelMapper to see where you can hook for making it behave the way you want. If you need any help, just let me know!

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  • General directions on developing a server side control system for JS/Canvas Action RPG

    - by Billy Ninja
    Well, yesterday I asked on anti-cheat JS, and confirmed what I kind of already knew that it's just not possible. Now I wanna measure roughly how hard it is to implement a server side checking that is agnostic to client input, that does not mess with the game experience so much. I don't wanna waste to much resource on this matter, since it's going to be initially a single player game, that I may or would like to introduce some kind of ranking, trading system later on. I'd rather deliver better more cool game features instead. I don't wanna have to guarantee super fast server response to keep the game going lag free. I'd rather go with more loose discrete control of key variables and instances. Like store user's action on a fifo buffer on the client, and push that actions to the server gradually. I'd love to see a elegant, generic solution that I could plug into my client game logic root (not having to scatter treatments everywhere in my client js) - and have few classes on Node.js server that could handle that - without having to mirror/describe all of my game entities a second time on the server.

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  • Master-Details with RadGridView for Silverlight 4, WCF RIA Services RC2 and Entity Framework 4.0

    I have prepared a sample project with the Silverlight 4 version of RadGridView released yesterday. The sample project was created with Visual Studio 2010, WCF RIA Services RC 2 for Visual Studio 2010, and ADO.NET Entity Framework (.NET 4). I have decided to use the SalesOrderHeader and SalesOrderDetails tables from the Adventure Works Database, because they provide the perfect one-to-many relationship: I will not go over the steps for creating the ADO.NET Entity Data Model and the Domain Service Class. In case you are not familiar with them, you should start with Brad Abrams series of blog posts and read this blog after that. To enable the master-details relationship we need to modify two things. First of all we need to include the automatic retrieval of the child entities in the domain service class. We do this by using the Include method: 1: public IQueryable<SalesOrderHeader> GetSalesOrderHeaders()...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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  • Creating the concept of Time

    - by Jamie Dixon
    So I've reached the point in my exploration of gaming where I'd like to impliment the concept of time into my little demo I've been building. What are some common methodologies for creating the concept of time passing within a game? My thoughts so far: My game loop tendes to spend a fair bit of time sitting around waiting or user input so any time system will likely need to be run in a seperate thread. What I've currently done is create a BackgroundWorker passing in a method that contains a loop triggering every second. This is working fine and I can output information to the console from here etc. Inside this loop I have a DateTime object that is incrimented by 1 minute for every realtime second. (the game begins in the year 01/01/01) Is this a standard way of acheiving this result or are there more tried and tested methods? I'm also curious about how to go about performing time based actions (reducing player energy, moving entities around the game board, life/death etc). Thanks for any pointers or advice. I've searched around however I'm not familiar enough with the terms and so my searches are yeilding little result on this one.

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  • NHibernate Pitfalls: Loading Foreign Key Properties

    - by Ricardo Peres
    This is part of a series of posts about NHibernate Pitfalls. See the entire collection here. When saving a new entity that has references to other entities (one to one, many to one), one has two options for setting their values: Load each of these references by calling ISession.Get and passing the foreign key; Load a proxy instead, by calling ISession.Load with the foreign key. So, what is the difference? Well, ISession.Get goes to the database and tries to retrieve the record with the given key, returning null if no record is found. ISession.Load, on the other hand, just returns a proxy to that record, without going to the database. This turns out to be a better option, because we really don’t need to retrieve the record – and all of its non-lazy properties and collections -, we just need its key. An example: 1: //going to the database 2: OrderDetail od = new OrderDetail(); 3: od.Product = session.Get<Product>(1); //a product is retrieved from the database 4: od.Order = session.Get<Order>(2); //an order is retrieved from the database 5:  6: session.Save(od); 7:  8: //creating in-memory proxies 9: OrderDetail od = new OrderDetail(); 10: od.Product = session.Load<Product>(1); //a proxy to a product is created 11: od.Order = session.Load<Order>(2); //a proxy to an order is created 12:  13: session.Save(od); So, if you just need to set a foreign key, use ISession.Load instead of ISession.Get.

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  • Keyboard input system handling

    - by The Communist Duck
    Note: I have to poll, rather than do callbacks because of API limitations (SFML). I also apologize for the lack of a 'decent' title. I think I have two questions here; how to register the input I'm receiving, and what to do with it. Handling Input I'm talking about after the fact you've registered that the 'A' key has been pressed, for example, and how to do it from there. I've seen an array of the whole keyboard, something like: bool keyboard[256]; //And each input loop check the state of every key on the keyboard But this seems inefficient. Not only are you coupling the key 'A' to 'player moving left', for example, but it checks every key, 30-60 times a second. I then tried another system which just looked for keys it wanted. std::map< unsigned char, Key keyMap; //Key stores the keycode, and whether it's been pressed. Then, I declare a load of const unsigned char called 'Quit' or 'PlayerLeft'. input-BindKey(Keys::PlayerLeft, KeyCode::A); //so now you can check if PlayerLeft, rather than if A. However, the problem with this is I cannot now type a name, for example, without having to bind every single key. Then, I have the second problem, which I cannot really think of a good solution for: Sending Input I now know that the A key has been pressed or that playerLeft is true. But how do I go from here? I thought about just checking if(input-IsKeyDown(Key::PlayerLeft) { player.MoveLeft(); } This couples the input greatly to the entities, and I find it rather messy. I'd prefer the player to handle its own movement when it gets updated. I thought some kind of event system could work, but I do not know how to go with it. (I heard signals and slots was good for this kind of work, but it's apparently very slow and I cannot see how it'd fit). Thanks.

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  • Sprite and Physics components or sub-components?

    - by ashes999
    I'm taking my first dive into creating a very simple entity framework. The key concepts (classes) are: Entity (has 0+ components, can return components by type) SpriteEntity (everything you need to draw on screen, including lighting info) PhysicsEntity (velocity, acceleration, collision detection) I started out with physics notions in my sprite component, and then later removed them to a sub-component. The separation of concerns makes sense; a sprite is enough information to draw anything (X, Y, width, height, lighting, etc.) and physics piggybacks (uses the parent sprite to get X/Y/W/H) while adding physics notions of velocity and collisions. The problem is that I would like collisions to be on an entity level -- meaning "no matter what your representation is (be it sprites, text, or something else), collide against this entity." So I refactored and redirected collision handling from entities to sprite.physics, while mapping and returning the right entity on physics collisions. The problem is that writing code like this.GetComponent<SpriteComponent>().physics is a violation of abstraction. Which made me think (this is the TLDR): should I keep physics as a separate component from sprites, or a sub-component, or something else? How should I share data and separate concerns?

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  • First JSRs Proposed for Java EE 7

    - by Jacob Lehrbaum
    With the approval of Java SE 7 and Java SE 8 JSRs last month, attention is now shifting towards the Java EE platform.  While functionality pegged for Java EE 7 was previewed at least as early as Devoxx, the filing of these JSRs marks the first, officially proposed, specifications for the next generation of the popular application server standard.  Let's take a quick look at the proposed new functionality.Java Persistence API 2.1The first of the new proposed specifications is JSR 338: Java Persistence API (JPA) 2.1. JPA is designed for use with both Java EE and Java SE and: "deals with the way relational data is mapped to Java objects ("persistent entities"), the way that these objects are stored in a relational database so that they can be accessed at a later time, and the continued existence of an entity's state even after the application that uses it ends. In addition to simplifying the entity persistence model, the Java Persistence API standardizes object-relational mapping." (more about JPA)JAX-RS 2.0The second of the new Java specifications that have been proposed is JSR 339, otherwise known as JAX-RS 2.0. JAX-RS provides an API that enables the easy creation of web services using the Representational State Transfer (REST) architecture.  Key features proposed in the new JSR include a Client API, improved support for URIs, a Model-View-Controller architecture and much more!More informationOfficial proposal for Java Persistence 2.1 (jcp.org)Official proposal for JAX-RS 2.0 (jcp.org)Kicking off Java EE 7 with 2 JSRs: JAX-RS 2.0 / JPA 2.1 (the Aquarium)

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  • Jump and run HTML5 Game Framework

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: we have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practive? Having multiple canvas to draw? Each gameloop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it everytime and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive... Other question: Do you have any advice how we could dive into implementing an own framework? Most stuff we find online relies on existing frameworks or they just implement their game without building a framework.

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  • Style bits vs. Separate bool's

    - by peterchen
    My main platform (WinAPI) still heavily uses bits for control styles etc. (example). When introducing custom controls, I'm permanently wondering whether to follow that style or rather use individual bool's. Let's pit them against each other: enum EMyCtrlStyles { mcsUseFileIcon = 1, mcsTruncateFileName = 2, mcsUseShellContextMenu = 4, }; void SetStyle(DWORD mcsStyle); void ModifyStyle(DWORD mcsRemove, DWORD mcsAdd); DWORD GetStyle() const; ... ctrl.SetStyle(mcsUseFileIcon | mcsUseShellContextMenu); vs. CMyCtrl & SetUseFileIcon(bool enable = true); bool GetUseFileIcon() const; CMyCtrl & SetTruncteFileName(bool enable = true); bool GetTruncteFileName() const; CMyCtrl & SetUseShellContextMenu(bool enable = true); bool GetUseShellContextMenu() const; ctrl.SetUseFileIcon().SetUseShellContextMenu(); As I see it, Pro Style Bits Consistent with platform less library code (without gaining complexity), less places to modify for adding a new style less caller code (without losing notable readability) easier to use in some scenarios (e.g. remembering / transferring settings) Binary API remains stable if new style bits are introduced Now, the first and the last are minor in most cases. Pro Individual booleans Intellisense and refactoring tools reduce the "less typing" effort Single Purpose Entities more literate code (as in "flows more like a sentence") No change of paradim for non-bool properties These sound more modern, but also "soft" advantages. I must admit the "platform consistency" is much more enticing than I could justify, the less code without losing much quality is a nice bonus. 1. What do you prefer? Subjectively, for writing the library, or for writing client code? 2. Any (semi-) objective statements, studies, etc.?

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  • Executing Components in an Entity Component System

    - by John
    Ok so I am just starting to grasp the whole ECS paradigm right now and I need clarification on a few things. For the record, I am trying to develop a game using C++ and OpenGL and I'm relatively new to game programming. First of all, lets say I have an Entity class which may have several components such as a MeshRenderer,Collider etc. From what I have read, I understand that each "system" carries out a specific task such as calculating physics and rendering and may use more that one component if needed. So for example, I would have a MeshRendererSystem act on all entities with a MeshRenderer component. Looking at Unity, I see that each Gameobject has, by default, got components such as a renderer, camera, collider and rigidbody etc. From what I understand, an entity should start out as an empty "container" and should be filled with components to create a certain type of game object. So what I dont understand is how the "system" works in an entity component system. http://docs.unity3d.com/ScriptReference/GameObject.html So I have a GameObject(The Entity) class like class GameObject { public: GameObject(std::string objectName); ~GameObject(void); Component AddComponent(std::string name); Component AddComponent(Component componentType); }; So if I had a GameObject to model a warship and I wanted to add a MeshRenderer component, I would do the following: warship->AddComponent(new MeshRenderer()); In the MeshRenderers constructor, should I call on the MeshRendererSystem and "subscribe" the warship object to this system? In that case, the MeshRendererSystem should probably be a Singleton("shudder"). From looking at unity's GameObject, if each object potentially has a renderer or any of the components in the default GameObject class, then Unity would iterate over all objects available. To me, this seems kind of unnecessary since some objects might not need to be rendered for example. How, in practice, should these systems be implemented?

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  • Making an interactive 2D map

    - by Chad
    So recently I have been working on a Legend of Zelda: A Link to the Past clone, and I am wondering how I could handle certain map interactions (like cutting grass, lifting rocks, etc). The way I am currently doing the tilemap is with 2 PNGs. The first is the "tilemap" where each pixel represents a 16x16 tile and the (red, green) values are the (x, y) coords for the tile in the second PNG (the "tileset"). I am then using the blue channel to store collision data. Each tile is split into 4 8x8 tiles and represented by a 2 bit value (0 = empty, 1 = Jumpdown point, 2 = unused right now, 3 = blocking). 4 of these 2 bit values make up the full blue channel (1 byte). So collisions work great, and I am moving on to putting interactive units on the level; but I am not sure what a good way is to do it. I have experimented with spawning an entity for each grass and rock, but there are just WAY to many; FPS just dies even if I confine it to the current "zone" the user is in (for those who remember LTTP it had zones you moved between). It does make a difference that this is a browser-based JavaScript game. tl;dr: What is a good way to have an interactive map without using full blown entities for each interactive item?

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  • "Accumulate" buffer results in XNA4?

    - by Utkarsh Sinha
    I'm trying to simulate a "heightmap" buffer in XNA4.0 but the results don't look correct. Here's what I'm hoping to achieve: http://www.youtube.com/watch?feature=player_detailpage&v=-Q6ISVaM5Ww#t=517s (8:38). From what I understand, here are the steps to reach there: Pass height buffer + current entity's heightmap Generate a stencil and update the height buffer Render sprite+stencil For now, I'm just trying to get the height buffer thing to work. So here's the problem. Inside the draw loop, I do the following: Create a new render target & set it Draw the heightmap with a sprite batch(no shaders) graphicsDevice.SetRenderTarget(null) Draw the rendertarget with SpriteBatch I expected to see all entities' heightmaps. But only the last entity's heightmap is visible. Any hints on what I'm doing wrong? Here's the code inside the draw loop: RenderTarget2D tempDepthStencil = new RenderTarget2D(graphicsDevice, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, false, graphicsDevice.DisplayMode.Format, DepthFormat.None); graphicsDevice.SetRenderTarget(tempDepthStencil); // Gather depth information SpriteBatch depthStencilSpriteBatch = new SpriteBatch(graphicsDevice); depthStencilSpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise); depthStencilSpriteBatch.Draw(texHeightmap, pos, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); depthStencilSpriteBatch.End(); graphicsDevice.SetRenderTarget(null); SpriteBatch b1 = new SpriteBatch(graphicsDevice); b1.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null); b1.Draw((Texture2D)tempDepthStencil, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); b1.End();

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  • Uganda .NET Usergroup April meeting

    - by Malisa L. Ncube
    Our April meeting was presented by Wilson Kutegeka on the topic of Building the Data Access a layer. In his presentation he showed a tool which he has developed to generate the entities, stores procedures that would be used to reduce having to retype the same boilerplate code for each entity. He uses visual basic samples to demonstrate access to the data from the database and inherits his classes from an abstract class which contains common properties including connection strings, save and delete methods. A number of questions emerged from the group, mostly those that use a business model based approaches. Some of the questions are on unit testing and mocking the models without using the database, the use of IoCs and loose coupled patterns. Some of the questions were on caching, Linq support and data annotations based validation. The presentation details can be found here. Intellisense LTD agreed to sponsor our website and we are glad to have that as we really need to have a website running. We would like to thank the following companies for supporting our community activities: Apress, Telerik, Manning, DevExpress (CodeRush), Ncover, and Intellisense.   Technorati Tags: Uganda .NET Usergroup

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  • LibGdx efficient data saving/loading?

    - by grimrader22
    Currently, my LibGDX game consists of a 512 x 512 map of Tiles and entities such as players and monsters. I am wondering how to efficiently save and load the data of my levels. At the moment I am using JSON serialization for each class I want to save. I implement the Json.Serializable interface for all of these classes and write only the variables that are necessary. So my map consists of 512 x 512 tiles, that's 260,000 tiles. Each tile on the map consists of a Tile object, which points to some final Tile object like a GRASS_TILE or a STONE_TILE. When I serialize each level tile, the final Tile that it points to is re-serialized over and over again, so if I have 100 Tiles all pointing to GRASS_TILE, the data of GRASS_TILE is written 100 times over. When I go to load/deserialize my objects, 100 GrassTile objects are created, but they are each their own object. They no longer point to the final tile object. I feel like this reading/writing files very slow. If I were to abandon JSON serialization, to my knowledge my next best option would be saving the level data to a sql database. Unless there is a way to speed up serializing/deserializing 260,000 tiles I may have to do this. Is this a good idea? Could I really write that many tiles to the database efficiently? To sum all this up, I am trying to save my levels using JSON serialization, but it is VERY slow. What other options do I have for saving the data of so many tiles. I also must note that the JSON serialization is not slow on a PC, it is only VERY slow on a mobile device. Since file writing/reading is so slow on mobile devices, what can I do?

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  • Swapping from NHibernate to Entity Framework &ndash; Sanity Check

    - by DesigningCode
    Now I’m not an expert in either of these techs.  I have a nice framework for unit of work / repository built with NHibernate.  Works pretty well.  I use FluentNhibernate to do the mappings.  Works well.  Takes very little code to get going with a DB back OO model. So why swap? Linq.  In Entity Framework you get much better linq support.  Visibility. I have no idea what's really happening with NHibernate….its a cloud of mystery most of the time.  You have to read all the blogs, mailing lists, etc to know what's going on. So, EF 4.0 looks like pretty good….  it has reasonably good support for mapping POCOs.  Wrapping UnitOfWork and Repository around it seems ok. Only thing I haven’t liked too much is having to explicitly load lazy loading entities. So…. am I sane?  is EF the way to go?  or is NHibernate going to suddenly release the next generation of coolness?  Is there any other major gotchas of using EF over NHibernate?

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