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  • Useful Extension Method for ICloneable

    - by DesigningCode
    In the past, I’ve had to put a type specific clone in each cloneable class, but with extension methods you can write a generic T specific clone class Program { static void Main(string[] args) { var b = new Blah() {X = 1, Y = 2}; var bb = b.Clone(); Console.WriteLine(string.Format("{0} {1}", bb.X, bb.Y)); } } public class Blah : ICloneable { public int X; public int Y; object ICloneable.Clone() { return MemberwiseClone(); } } public static class CloneExtension { public static T Clone<T>(this T o) where T : ICloneable { return (T)o.Clone(); } }

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  • Logic in Entity Components Systems

    - by aaron
    I'm making a game that uses an Entity/Component architecture basically a port of Artemis's framework to c++,the problem arises when I try to make a PlayerControllerComponent, my original idea was this. class PlayerControllerComponent: Component { public: virtual void update() = 0; }; class FpsPlayerControllerComponent: PlayerControllerComponent { public: void update() { //handle input } }; and have a system that updates PlayerControllerComponents, but I found out that the artemis framework does not look at sub-classes the way I thought it would. So all in all my question here is should I make the framework aware of subclasses or should I add a new Component like object that is used for logic.

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  • How do I cleanly design a central render/animation loop?

    - by mtoast
    I'm learning some graphics programming, and am in the midst of my first such project of any substance. But, I am really struggling at the moment with how to architect it cleanly. Let me explain. To display complicated graphics in my current language of choice (JavaScript -- have you heard of it?), you have to draw graphical content onto a <canvas> element. And to do animation, you must clear the <canvas> after every frame (unless you want previous graphics to remain). Thus, most canvas-related JavaScript demos I've seen have a function like this: function render() { clearCanvas(); // draw stuff here requestAnimationFrame(render); } render, as you may surmise, encapsulates the drawing of a single frame. What a single frame contains at a specific point in time, well... that is determined by the program state. So, in order for my program to do its thing, I just need to look at the state, and decide what to render. Right? Right. But that is more complicated than it seems. My program is called "Critter Clicker". In my program, you see several cute critters bouncing around the screen. Clicking on one of them agitates it, making it bounce around even more. There is also a start screen, which says "Click to start!" prior to the critters being displayed. Here are a few of the objects I'm working with in my program: StartScreenView // represents the start screen CritterTubView // represents the area in which the critters live CritterList // a collection of all the critters Critter // a single critter model CritterView // view of a single critter Nothing too egregious with this, I think. Yet, when I set out to flesh out my render function, I get stuck, because everything I write seems utterly ugly and reminiscent of a certain popular Italian dish. Here are a couple of approaches I've attempted, with my internal thought process included, and unrelated bits excluded for clarity. Approach 1: "It's conditions all the way down" // "I'll just write the program as I think it, one frame at a time." if (assetsLoaded) { if (userClickedToStart) { if (critterTubDisplayed) { if (crittersDisplayed) { forEach(crittersList, function(c) { if (c.wasClickedRecently) { c.getAgitated(); } }); } else { displayCritters(); } } else { displayCritterTub(); } } else { displayStartScreen(); } } That's a very much simplified example. Yet even with only a fraction of all the rendering conditions visible, render is already starting to get out of hand. So, I dispense with that and try another idea: Approach 2: Under the Rug // "Each view object shall be responsible for its own rendering. // "I'll pass each object the program state, and each can render itself." startScreen.render(state); critterTub.render(state); critterList.render(state); In this setup, I've essentially just pushed those crazy nested conditions to a deeper level in the code, hiding them from view. In other words, startScreen.render would check state to see if it needed actually to be drawn or not, and take the correct action. But this seems more like it only solves a code-aesthetic problem. The third and final approach I'm considering that I'll share is the idea that I could invent my own "wheel" to take care of this. I'm envisioning a function that takes a data structure that defines what should happen at any given point in the render call -- revealing the conditions and dependencies as a kind of tree. Approach 3: Mad Scientist renderTree({ phases: ['startScreen', 'critterTub', 'endCredits'], dependencies: { startScreen: ['assetsLoaded'], critterTub: ['startScreenClicked'], critterList ['critterTubDisplayed'] // etc. }, exclusions: { startScreen: ['startScreenClicked'], // etc. } }); That seems kind of cool. I'm not exactly sure how it would actually work, but I can see it being a rather nifty way to express things, especially if I flex some of JavaScript's events. In any case, I'm a little bit stumped because I don't see an obvious way to do this. If you couldn't tell, I'm coming to this from the web development world, and finding that doing animation is a bit more exotic than arranging an MVC application for handling simple requests - responses. What is the clean, established solution to this common-I-would-think problem?

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  • Rotate 3D Model from a custom position

    - by Nipuna Silva
    I have a 3D Model like above in which i want to rotate it from a given location(pointed in red) but I can only rotate it from the middle. How can I rotate it from a custom point. Edit: I successfully able to rotate the model from the below position by getting the radius of the model and applying it to the world matrix Vector3 point = new Vector3(-radius, 0, 0); world = Matrix.CreateTranslation(-radius, 0, 0); But now I cannot change the position of the object and it always centered in middle of the screen. I think that's because i applied the above code. How can I place it anywhere I want?

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  • Extending jQuery with jQuery.Extend

    - by Jalpesh P. Vadgama
    We all know that jQuery is a great JavaScript framework. It’s provide lots of functionalities and most used framework in programming world. But sometimes we need a functionality that does not provided by jQuery by default. At that time we need to extend jQuery. We can extend jQuery with jQuery.Extend  Method. You can get complete information from the following link. http://api.jquery.com/jQuery.extend/ It merges the contents of two or more objects together into the first object. More on my personal blog @www.dotnetjalps.com

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  • How would you want to see software intellectual property protected?

    - by glenatron
    Reading answers to this question - and many other discussions of software patents - it seems that most of us as programmers feel that software patents are a bad idea. At the same time we are in the group most likely to lose out if our work is copied or stolen. So what level of Intellectual Property Protection does code and software need? Is copyright sufficient? Are patents necessary? As software is neither a physical object nor simple text, should we be thinking of a third path that falls somewhere between the two? Do we need any protection at all? If you had the facility to set up the law for this, what would you choose?

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  • SOA Suite 11g: Unable to start domain (Error occurred during initialization of VM)

    - by Chris Tomkins
    If you have recently installed SOA Suite, created a domain and then tried to start it only to find it fails with the error: Error occurred during initialization of VM Could not reserve enough space for object heap Could not create the Java virtual machine. the solution is to edit the file <domain home>\bin\setSOADomainEnv.cmd/sh (depending on your platform) and modify the line: set DEFAULT_MEM_ARGS=-Xms512m -Xmx1024m to something like: set DEFAULT_MEM_ARGS=-Xms512m -Xmx768m Save the file and then try to start your domain again. Everything should now work at least it does on the Dell Latitude 630 laptop with 4Gb RAM that I have. Technorati Tags: soa suite,11g,java,troubleshooting,problems,domain

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  • EclipseLink 2.4 Released: RESTful Persistence, Tenant Isolation, NoSQL, and JSON

    - by arungupta
    EclipseLink 2.4 is released as part of Eclipse Juno release train. In addition to providing the Reference Implementation for JPA 2.0, the key features in the release are: RESTful Persistence - Expose Java Persistence units over REST using either JSON or XML Tenant Isolation - Manage entities for multiple tenants in the same application NoSQL - NoSQL support for MongoDB and Oracle NoSQL JSON - Marshaling and unmarshaling of JSON object Here is the complete list of bugs fixed in this release. The landing page provide the complete list of documentation and examples. Read Doug Clarke's blog for a color commentary as well. This release is already integrated in the latest GlassFish 4.0 promoted build. Try the functionality and give us feedback at GlassFish Forum or EclipseLink Forum.

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  • Ogre3D : seeking advices about game files management

    - by Tibor
    I'm working on a new game, and its related level editor, based on Ogre3D. I was thinking about how i could manage the game files, knowing that Ogre use .mesh files for models, .material for materials/texture information etc... . At first i thought about a common .zip folder decompressed at runtime (the same way Torchlight and Ogre samples do). But this way the game assets become a monolithic archive, loading takes time, and could be difficult to eventually patch them. So, let's say i have a game object named "Cube" i want to load in my program. Going for modularity, what if i create a compressed file (using zlib compression routines) named Cube.extname, containing its sub-files Cube.mesh, Cube.material and so on ? Are there any alternatives or should i stick with compressed objects? PS: Just to clear things, the answer is unrelated to my program code, at the moment i'm using "resources.cfg" pointing to the OgreSDK media directory.

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  • Correct order of tasks in each frame for a Physics simulation

    - by Johny
    I'm playing a bit around with 2D physics. I created now some physic blocks which should collide with each other. This works fine "mostly" but sometimes one of the blocks does not react to a collision and i think that's because of my order of tasks done in each frame. At the moment it looks something like this: function GameFrame(){ foreach physicObject do AddVelocityToPosition(); DoCollisionStuff(); // Only for this object not to forget! AddGravitationToVelocity(); end RedrawScene(); } Is this the correct order of tasks in each frame?

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  • Logitech m510 mouse not working on 12.04 64bit

    - by Alonso
    When I run lsusb, this shows up: Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 006 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 007 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 008 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 006 Device 004: ID 046d:c52b Logitech, Inc. Unifying Receiver I have followed and done all of the stuff in: http://askubuntu.com/questions/154963/ubuntu-cannot-detect-my-logitech-wireless-m510-mouse Yet my mouse still fails to work. When trying to install HIDpoint, this appears after entering Y: libpng does not exist libtiff does not exist Gathering System information and generating a log Launching HIDPoint Installer ./hidpointsetup: error while loading shared libraries: libpng.so.3: cannot open shared object file: No such file or directory What can I do to fix this?

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  • Should I be worried if I solve a lot of my problems the same way?

    - by Bryan Harrington
    I really enjoy programming games and puzzle creators/games. I find myself engineering a lot of these problems the same way and ultimately using similar technique to program them that I'm really comfortable with. To give you brief insight, I like to create graphs where nodes are represented with objects. These object hold data such as coordinates, positions and of course references to other neighboring objects. I'll place them all in a data structure and make decisions on this information in a "game loop". While this is a brief example, its not exact in all situations. It's just one way I feel really comfortable with. Is this bad?

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  • Obtain rectangle indicating 2D world space camera can see

    - by Gareth
    I have a 2D tile based game in XNA, with a moveable camera that can scroll around and zoom. I'm trying to obtain a rectangle which indicates the area, in world space, that my camera is looking at, so I can render anything this rectangle intersects with (currently, everything is rendered). So, I'm drawing the world like this: _SpriteBatch.Begin( SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, // Don't smooth null, null, null, _Camera.GetTransformation()); The GetTransformation() method on my Camera object does this: public Matrix GetTransformation() { _transform = Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } The camera properties in the method above should be self explanatory. How can I get a rectangle indicating what the camera is looking at in world space?

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  • How do GameEngines stop Pixel Seams appearing in adjacent mesh boundaries due to FP imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

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  • How to write functionally in a web framework

    - by Kevin Burke
    I love Rich Hickey, Clojure and Haskell and I get it when he talks about functions and the unreliability of side-effecting code. However I work in an environment where nearly all the functions I write have to read from the database, write to the database, make HTTP requests, decrement a user's balance, modify a frontend HTML component based on a click action, return different results based on the URI or the POST body. We also use PHP for the frontend, which is littered with functions like parse_str(), which modifies an object in place. All of these are side-effecting to one degree or another. Given these constraints and the side-effecting nature of the logic I'm coding, what can I do to make my code more reliable and function-able?

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  • Saving an interface instance into a Bundle

    - by user22241
    All I've have an interface that allows me to switch between different scenes in my Android game. When the home key is pressed, I am saving all of my states (score, sprite positions etc) into a Bundle. When re-launching, I am restoring all my states and all is OK - however, I can't figure out how to save my 'Scene', thus when I return, it always starts at the default screen which is the 'Main Menu'. How would I go about saving my 'Scene' (into a Bundle)? Code import android.view.MotionEvent; public interface Scene{ void render(); void updateLogic(); boolean onTouchEvent(MotionEvent event); } I assume the interface is the relevant piece of code which is why I've posted that snippet. I set my scene like so: ('options' is an object of my Options class which extends MainMenu (Another custom class) which, in turn implements the interface 'Scene') SceneManager.getInstance().setCurrentScene(options); //Current scene is optionscreen

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  • Cannot install ia32-libs on a 64 bit Ubuntu installation

    - by Swarnendu Biswas
    I am using a 64-bit installation of Oneiric. I need to install the ia32-libs package to get some applications (evince, adobe reader) to work. For example, adobe reader is giving the following error: error while loading shared libraries: libGL.so.1: cannot open shared object file: No such file or directory. However, I am not able to install it since it is showing a dependency on ia32-libs-multiarch, which in turn is showing a dependency on gstreamer0.10-plugins-good:i386. This in turn depends on few other packages. How can I install these packages safely and still meet all the dependencies.

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  • Multiple Vertex Buffers per Mesh

    - by Daniel
    I've run into the situation where the size of my mesh with all its vertices and indices, is larger than the (optimal) vertex buffer object upper limit (~8MB). I was wondering if I can sub-divide the mesh across multiple vertex buffers, and somehow retain validity of the indices. Ie a triangle with a indice at the first vertex, and an indice at the last (ie in seperate VBOs). All the while maintaining this within Vertex Array Objects. My thoughts are, save myself the hassle, and for meshes (messes :P) such as this, just use the necessary size ( 8MB); which is what I do at the moment. But ideally my buffer manager (wip) at the moment is using optimal sizes; I may just have to make a special case then... Any ideas? If necessary, a simple C++ code example is appreciated. Note: I have also cross-posted this on stackoverflow, as I was not sure as to which it would be more suitable (its partly a design question).

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  • Why do we use Pythagoras in game physics?

    - by Starkers
    I've recently learned that we use Pythagoras a lot in our physics calculations and I'm afraid I don't really get the point. Here's an example from a book to make sure an object doesn't travel faster than a MAXIMUM_VELOCITY constant in the horizontal plane: MAXIMUM_VELOCITY = <any number>; SQUARED_MAXIMUM_VELOCITY = MAXIMUM_VELOCITY * MAXIMUM_VELOCITY; function animate(){ var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; x_velocity = x_velocity / scalar; z_velocity = x_velocity / scalar; } } Let's try this with some numbers: An object is attempting to move 5 units in x and 5 units in z. It should only be able to move 5 units horizontally in total! MAXIMUM_VELOCITY = 5; SQUARED_MAXIMUM_VELOCITY = 5 * 5; SQUARED_MAXIMUM_VELOCITY = 25; function animate(){ var x_velocity = 5; var z_velocity = 5; var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); var squared_horizontal_velocity = 5 * 5 + 5 * 5; var squared_horizontal_velocity = 25 + 25; var squared_horizontal_velocity = 50; // if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ if( 50 <= 25 ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; scalar = 50 / 25; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Now this works well, but we can do the same thing without Pythagoras: MAXIMUM_VELOCITY = 5; function animate(){ var x_velocity = 5; var z_velocity = 5; var horizontal_velocity = x_velocity + z_velocity; var horizontal_velocity = 5 + 5; var horizontal_velocity = 10; // if( horizontal_velocity >= MAXIMUM_VELOCITY ){ if( 10 >= 5 ){ scalar = horizontal_velocity / MAXIMUM_VELOCITY; scalar = 10 / 5; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Benefits of doing it without Pythagoras: Less lines Within those lines, it's easier to read what's going on ...and it takes less time to compute, as there are less multiplications Seems to me like computers and humans get a better deal without Pythagoras! However, I'm sure I'm wrong as I've seen Pythagoras' theorem in a number of reputable places, so I'd like someone to explain me the benefit of using Pythagoras to a maths newbie. Does this have anything to do with unit vectors? To me a unit vector is when we normalize a vector and turn it into a fraction. We do this by dividing the vector by a larger constant. I'm not sure what constant it is. The total size of the graph? Anyway, because it's a fraction, I take it, a unit vector is basically a graph that can fit inside a 3D grid with the x-axis running from -1 to 1, z-axis running from -1 to 1, and the y-axis running from -1 to 1. That's literally everything I know about unit vectors... not much :P And I fail to see their usefulness. Also, we're not really creating a unit vector in the above examples. Should I be determining the scalar like this: // a mathematical work-around of my own invention. There may be a cleverer way to do this! I've also made up my own terms such as 'divisive_scalar' so don't bother googling var divisive_scalar = (squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY); var divisive_scalar = ( 50 / 25 ); var divisive_scalar = 2; var multiplicative_scalar = (divisive_scalar / (2*divisive_scalar)); var multiplicative_scalar = (2 / (2*2)); var multiplicative_scalar = (2 / 4); var multiplicative_scalar = 0.5; x_velocity = x_velocity * multiplicative_scalar x_velocity = 5 * 0.5 x_velocity = 2.5 Again, I can't see why this is better, but it's more "unit-vector-y" because the multiplicative_scalar is a unit_vector? As you can see, I use words such as "unit-vector-y" so I'm really not a maths whiz! Also aware that unit vectors might have nothing to do with Pythagoras so ignore all of this if I'm barking up the wrong tree. I'm a very visual person (3D modeller and concept artist by trade!) and I find diagrams and graphs really, really helpful so as many as humanely possible please!

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  • RequestContextHolder.currentRequestAttributes() and accessing HTTP Session

    - by Umesh Awasthi
    Need to access HTTP session for fetching as well storing some information.I am using Spring-MVC for my application and i have 2 options here. User Request/ Session in my Controller method and do my work Use RequestContextHolde to access Session information. I am separating some calculation logic from Controller and want to access Session information in this new layer and for that i have 2 options Pass session or Request object to other method in other layer and perform my work. use RequestContextHolder.currentRequestAttributes() to access request/ session and perform my work. I am not sure which is right way to go? with second approach, i can see that method calling will be more clean and i need not to pass request/ session each time.

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  • Strange 401 (Unauthorized) when calling a WCF Service

    - by mipsen
    A WCF Service we call from BizTalk using WCF BasicHTTP usually works fine but all of a sudden it started returning 401 errors for some calls while others continued working as expected so it could not have been a "real" 401. The difference was the size of the message. One parameter of the service is a rather complex object. In the cases we got a 401 it got quite big (containing a lot of customer-data), say 5 MB. So we turned on tracking. The messages we traced out where about 20MB. Not too big for WCF one should suppose... A bit of research led us to increasing maxItemsInObjectGraph in the behaviours but that did not help. The service we call is in the same network as we are and is a WCF service. So we tried changing from BasicHTTP to net.tcp and Bingo! Ok, we had to use CustomBinding in BizTalk to set all the Quotas, etc. but it worked in the end.

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  • DataSets and XML - The Simplistic Approach

    One of the first ways I learned how to read xml data from external data sources was by using a DataSet’s ReadXML function. This function takes file path for an XML document and then converts it to a Dataset. This functionality is great when you need a simple way to process an XML document.  In addition the DataSet object also offers a simple way to save data in an xml format by using the WriteXML function. This function saves the current data in the DataSet to an XML file to be used later. DataSet ds  = New DataSet();String filePath = “http://www.yourdomain.com/someData.xml”;String fileSavePath = “C:\Temp\Test.xml”//Read file for this locationds.readxml(filePath);//Save file to this locationds.writexml(fileSavePath); I have used the ReadXML function before when consuming data from external Rss feeds to display on one of my sites.  It allows me to quickly pull in data from external sites with little to no processing. Example site: MyCreditTech.com

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • Sending JSON to an ASP.NET MVC Action Method Argument

    Javier G Money Lozano, one of the good folks involved with C4MVC, recently wrote a blog post on posting JSON (JavaScript Object Notation) encoded data to an MVC controller action. In his post, he describes an interesting approach of using a custom model binder to bind sent JSON data to an argument of an action method. Unfortunately, his sample left out the custom model binder and only demonstrates how to retrieve JSON data sent from a controller action, not how to send the JSON to the action method....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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  • Inspecting the model in a Rails application

    - by Matt Sherman
    I am learning some Ruby on Rails, and am a newbie. Most of my background is in ASP.net MVC on the back end. As I play with a basic scaffold project, I wonder about this case: you jump into an established Rails project and want to get to know the model. Based on what I have seen so far (again, simple scaffold), the properties for a given class are not immediately revealed. I don't see property accessors on the model classes. I do understand that this is because of the dynamic nature of Ruby and such things are not necessary or even perhaps desirable. Convention over code, I get that. (Am familiar with dynamic concepts, mostly via JS.) But if I am somewhere off in a view, and want to quickly know whether the (eg) Person object has a MiddleName property, how would I find that out? I don't have to go into the migrations, do I?

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