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  • Time passage arithmetic explanation

    - by Cyber Axe
    I ported this from http://www.effectgames.com/effect/article.psp.html/joe/Old_School_Color_Cycling_with_HTML5 some time ago. However i'm now wanting to modify it for the purpose of changing it from floating point to fixed point maths for enhanced efficiency (for those who are going to talk about premature optimization and what not, i want to have my entire engine in fixed point both as a learning process for me and so i can port code more easily to systems in the future that dont have native floating points such as arm cpus) My initial conversion to fixed points just resulted in the cycling stuck on either the first or last frame of cycling. Plus it would be nice to understand better how it works so i can add more options and so forth in the future, my maths however sucks and the comments are limited so i don't really know how the maths work for determining the frame it shoud use (cycleAmount) I was also a beginner when i ported it as i had no idea between floating points and integers and what not. So in summary my question is, can anyone give an explination of the arithmatic used for determining the cycleAmount (which determings the "frame" of the cycle) This is the working floating point maths version of the code: public final void cycle(Colour[] sourceColours, double timeNow, double speedAdjust) { // Cycle all animated colour ranges in palette based on timestamp. sourceColours = sourceColours.clone(); int cycleSize; double cycleRate; double cycleAmount; Cycle cycle; for (int i = 0, len = cycles.length; i < len; ++i) { cycle = cycles[i]; cycleSize = (cycle.HIGH - cycle.LOW) + 1; cycleRate = cycle.RATE / (int) (CYCLE_SPEED / speedAdjust); cycleAmount = 0; if (cycle.REVERSE < 3) { // Standard Cycle cycleAmount = DFLOAT_MOD((timeNow / (1000 / cycleRate)), cycleSize); if (cycle.REVERSE < 1) { cycleAmount = cycleSize - cycleAmount; // If below 1 make sure its not reversed. } } else if (cycle.REVERSE == 3) { // Ping-Pong cycleAmount = DFLOAT_MOD((timeNow / (1000 / cycleRate)), cycleSize << 1); if (cycleAmount >= cycleSize) { cycleAmount = (cycleSize * 2) - cycleAmount; } } else if (cycle.REVERSE < 6) { // Sine Wave cycleAmount = DFLOAT_MOD((timeNow / (1000 / cycleRate)), cycleSize); cycleAmount = Math.sin((cycleAmount * 3.1415926 * 2) / cycleSize) + 1; if (cycle.REVERSE == 4) { cycleAmount *= (cycleSize / 4); } else if (cycle.REVERSE == 5) { cycleAmount *= (cycleSize >> 1); } } if (cycle.REVERSE == 2) { reverseColours(sourceColours, cycle); } if (USE_BLEND_SHIFT) { blendShiftColours(sourceColours, cycle, cycleAmount); } else { shiftColours(sourceColours, cycle, cycleAmount); } if (cycle.REVERSE == 2) { reverseColours(sourceColours, cycle); } } colours = sourceColours; } // This utility function allows for variable precision floating point modulus. private double DFLOAT_MOD(final double d, final double b) { return (Math.floor(d * PRECISION) % Math.floor(b * PRECISION)) / PRECISION; }

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  • Help, i cant reference my vars!

    - by SystemNetworks
    I have a sub-class(let's call it sub) and it contains all the function of an object in my game. In my main class(Let's call it main), i connect my sub to main. (Example sub Code: s = new sub(); Then I put my sub function at the update method. Code: s.myFunc(); Becuase in my sub, i have booleans, integers, float and more. The problem is that I don't want to connect my main class to use my main's int, booleans and others. If i connect it, it will have a stack overflow. This is what I put in my sub: Code: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class Armory { package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class Store { public Integer wood; public Float probePositionX; public Float probePositionY; public Boolean StoreOn; public Boolean darkBought; public Integer money; public Integer darkEnergy; public Integer lifeLeft; public Integer powerLeft; public void darkStores(GameContainer gc, StateBasedGame sbg, GameContainer gc2) { Input input1 = gc.getInput(); //Player need wood to enter(200) If not there will be an error. if(wood>=200) { //Enter Store! if(input1.isKeyDown(Input.KEY_Q)) { //Player must be in this cord! if((probePositionX>393 && probePositionX<555) && (probePositionY< 271 && probePositionY>171)) { //The Store is On StoreOn=true; } } } } } In my main (update function) I put: Code: s.darkBought = darkBought; s.darkEnergy = darkEnergy; s.lifeLeft = lifeLeft; s.money = money; s.powerLeft = powerLeft; s.probePositionX = probePositionX; s.probePositionY = probePositionY; s.StoreOn = StoreOn; s.wood = wood; s.darkStores(gc, sbg, gc); The problem is when I go to the place, and I press q, nothing shows up. It should show another image. Is there anything wrong???

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  • Create Outlook Appointments from PowerShell

    - by BuckWoody
    I've been toying around with a script to create a special set of calendar objects in Outlook that show when my SQL Server Agent Jobs are scheduled to run. I haven't finished yet, but I thought I would share the part that creates the Outlook Appointments.I have yet to fill a variable with the start and end times, and then loop through that to create the appointments. I'm thinking I'll make the script below into a function, and feed it those variables in a loop. The script below creates a whole new Calendar Folder in Outlook called "SQL Server Agent Jobs". I also use categories quite a bit, so you'll see that too. Caution: If you plan to play with this script, do it on an isolated workstation, not on your "regular" Outlook calendar. Otherwise, you'll have lots of appointments in there that you don't care about!  # Add a new calendar item to a new Outlook folder called "SQL Server Agent Jobs" $outlook = new-object -com Outlook.Application $calendar = $outlook.Session.folders.Item(1).Folders.Item("SQL Server Agent Jobs") $appt = $calendar.Items.Add(1) # == olAppointmentItem $appt.Start = [datetime]"03/11/2010 11:00" $appt.End = [datetime]"03/11/2009 12:00" $appt.Subject = "JobName" $appt.Location = "ServerName" $appt.Body = "Job Details" $appt.Categories = "SQL server Agent Job" $appt.Save()   Script Disclaimer, for people who need to be told this sort of thing: Never trust any script, including those that you find here, until you understand exactly what it does and how it will act on your systems. Always check the script on a test system or Virtual Machine, not a production system. All scripts on this site are performed by a professional stunt driver on a closed course. Your mileage may vary. Void where prohibited. Offer good for a limited time only. Keep out of reach of small children. Do not operate heavy machinery while using this script. If you experience blurry vision, indigestion or diarrhea during the operation of this script, see a physician immediately.   Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Strange rendering in XNA/Monogame

    - by Gerhman
    I am trying to render G-Code generated for a 3d-printer as the printed product by reading the file as line segments and the drawing cylinders with the diameter of the filament around the segment. I think I have managed to do this part right because the vertex I am sending to the graphics device appear to have been processed correctly. My problem I think lies somewhere in the rendering. What basically happens is that when I start rotating my model in the X or Y axis then it renders perfectly for half of the rotation but then for the other half it has this weird effect where you start seeing through the outer filament into some of the shapes inside. This effect is the strongest with X rotations though. Here is a picture of the part of the rotation that looks correct: And here is one that looks horrible: I am still quite new to XNA and/Monogame and 3d programming as a whole. I have no idea what could possibly be causing this and even less of an idea of what this type of behavior is called. I am guessing this has something to do with rendering so have added the code for that part: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); basicEffect.World = world; basicEffect.View = view; basicEffect.Projection = projection; basicEffect.VertexColorEnabled = true; basicEffect.EnableDefaultLighting(); GraphicsDevice.SetVertexBuffer(vertexBuffer); RasterizerState rasterizerState = new RasterizerState(); rasterizerState.CullMode = CullMode.CullClockwiseFace; rasterizerState.ScissorTestEnable = true; GraphicsDevice.RasterizerState = rasterizerState; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, vertexBuffer.VertexCount); } base.Draw(gameTime); } I don't know if it could be because I am shading something that does not really have a texture. I am using this custom vertex declaration I found on some tutorial that allows me to store a vertex with a position, color and normal: public struct VertexPositionColorNormal { public Vector3 Position; public Color Color; public Vector3 Normal; public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(sizeof(float) * 3, VertexElementFormat.Color, VertexElementUsage.Color, 0), new VertexElement(sizeof(float) * 3 + 4, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0) ); } If any of you have ever seen this type of thing please help. Also, if you think that the problem might lay somewhere else in my code then please just request what part you would like to see in the comments section.

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  • How to join two collections with LINQ

    - by JustinGreenwood
    Here is a simple and complete example of how to perform joins on two collections with LINQ. I wrote it for a friend to show him, in one simple file, the power of LINQ queries and anonymous objects. In the file below, there are two simple data classes defined: Person and Item. In the beginning of the main method, two collections are created. Note that the Item's OwnerId field reference the PersonId of a Person object. The effect of the LINQ query below is equivalent to a SQL statement looking like this: select Person.PersonName as OwnerName, Item.ItemName as OwnedItem from Person inner join Item on Item.OwnerId = Person.PersonId order by Item.ItemName desc; using System; using System.Collections.Generic; using System.Linq; namespace LinqJoinAnonymousObjects { class Program { class Person { public int PersonId { get; set; } public string PersonName { get; set; } } class Item { public string ItemName { get; set; } public int OwnerId { get; set; } } static void Main(string[] args) { // Create two collections: one of people, and another with their possessions. var people = new List<Person> { new Person { PersonId=1, PersonName="Justin" }, new Person { PersonId=2, PersonName="Arthur" }, new Person { PersonId=3, PersonName="Bob" } }; var items = new List<Item> { new Item { OwnerId=1, ItemName="Armor" }, new Item { OwnerId=1, ItemName="Book" }, new Item { OwnerId=2, ItemName="Chain Mail" }, new Item { OwnerId=2, ItemName="Excalibur" }, new Item { OwnerId=3, ItemName="Bubbles" }, new Item { OwnerId=3, ItemName="Gold" } }; // Create a new, anonymous composite result for person id=2. var compositeResult = from p in people join i in items on p.PersonId equals i.OwnerId where p.PersonId == 2 orderby i.ItemName descending select new { OwnerName = p.PersonName, OwnedItem = i.ItemName }; // The query doesn't evaluate until you iterate through the query or convert it to a list Console.WriteLine("[" + compositeResult.GetType().Name + "]"); // Convert to a list and loop through it. var compositeList = compositeResult.ToList(); Console.WriteLine("[" + compositeList.GetType().Name + "]"); foreach (var o in compositeList) { Console.WriteLine("\t[" + o.GetType().Name + "] " + o.OwnerName + " - " + o.OwnedItem); } Console.ReadKey(); } } } The output of the program is below: [WhereSelectEnumerableIterator`2] [List`1] [<>f__AnonymousType1`2] Arthur - Excalibur [<>f__AnonymousType1`2] Arthur - Chain Mail

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  • x axis detection issues platformer starter kit

    - by dbomb101
    I've come across a problem with the collision detection code in the platformer starter kit for xna.It will send up the impassible flag on the x axis despite being nowhere near a wall in either direction on the x axis, could someone could tell me why this happens ? Here is the collision method. /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, TileCollision collision = Level.GetCollision(x, y); if (collision != TileCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == TileCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == TileCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } //This is the section which deals with collision on the x-axis else if (collision == TileCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; }

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  • Arrive steering behavior

    - by dbostream
    I bought a book called Programming game AI by example and I am trying to implement the arrive steering behavior. The problem I am having is that my objects oscillate around the target position; after oscillating less and less for awhile they finally come to a stop at the target position. Does anyone have any idea why this oscillating behavior occur? Since the examples accompanying the book are written in C++ I had to rewrite the code into C#. Below is the relevant parts of the steering behavior: private enum Deceleration { Fast = 1, Normal = 2, Slow = 3 } public MovingEntity Entity { get; private set; } public Vector2 SteeringForce { get; private set; } public Vector2 Target { get; set; } public Vector2 Calculate() { SteeringForce.Zero(); SteeringForce = SumForces(); SteeringForce.Truncate(Entity.MaxForce); return SteeringForce; } private Vector2 SumForces() { Vector2 force = new Vector2(); if (Activated(BehaviorTypes.Arrive)) { force += Arrive(Target, Deceleration.Slow); if (!AccumulateForce(force)) return SteeringForce; } return SteeringForce; } private Vector2 Arrive(Vector2 target, Deceleration deceleration) { Vector2 toTarget = target - Entity.Position; double distance = toTarget.Length(); if (distance > 0) { //because Deceleration is enumerated as an int, this value is required //to provide fine tweaking of the deceleration.. double decelerationTweaker = 0.3; double speed = distance / ((double)deceleration * decelerationTweaker); speed = Math.Min(speed, Entity.MaxSpeed); Vector2 desiredVelocity = toTarget * speed / distance; return desiredVelocity - Entity.Velocity; } return new Vector2(); } private bool AccumulateForce(Vector2 forceToAdd) { double magnitudeRemaining = Entity.MaxForce - SteeringForce.Length(); if (magnitudeRemaining <= 0) return false; double magnitudeToAdd = forceToAdd.Length(); if (magnitudeToAdd > magnitudeRemaining) magnitudeToAdd = magnitudeRemaining; SteeringForce += Vector2.NormalizeRet(forceToAdd) * magnitudeToAdd; return true; } This is the update method of my objects: public void Update(double deltaTime) { Vector2 steeringForce = Steering.Calculate(); Vector2 acceleration = steeringForce / Mass; Velocity = Velocity + acceleration * deltaTime; Velocity.Truncate(MaxSpeed); Position = Position + Velocity * deltaTime; } If you want to see the problem with your own eyes you can download a minimal example here. Thanks in advance.

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  • Coordinate based travel through multi-line path over elapsed time

    - by Chris
    I have implemented A* Path finding to decide the course of a sprite through multiple waypoints. I have done this for point A to point B locations but am having trouble with multiple waypoints, because on slower devices when the FPS slows and the sprite travels PAST a waypoint I am lost as to the math to switch directions at the proper place. EDIT: To clarify my path finding code is separate in a game thread, this onUpdate method lives in a sprite like class which happens in the UI thread for sprite updating. To be even more clear the path is only updated when objects block the map, at any given point the current path could change but that should not affect the design of the algorithm if I am not mistaken. I do believe all components involved are well designed and accurate, aside from this piece :- ) Here is the scenario: public void onUpdate(float pSecondsElapsed) { // this could be 4x speed, so on slow devices the travel moved between // frames could be very large. What happens with my original algorithm // is it will start actually doing circles around the next waypoint.. pSecondsElapsed *= SomeSpeedModificationValue; final int spriteCurrentX = this.getX(); final int spriteCurrentY = this.getY(); // getCoords contains a large array of the coordinates to each waypoint. // A waypoint is a destination on the map, defined by tile column/row. The // path finder converts these waypoints to X,Y coords. // // I.E: // Given a set of waypoints of 0,0 to 12,23 to 23, 0 on a 23x23 tile map, each tile // being 32x32 pixels. This would translate in the path finder to this: // -> 0,0 to 12,23 // Coord : x=16 y=16 // Coord : x=16 y=48 // Coord : x=16 y=80 // ... // Coord : x=336 y=688 // Coord : x=336 y=720 // Coord : x=368 y=720 // // -> 12,23 to 23,0 -NOTE This direction change gives me trouble specifically // Coord : x=400 y=752 // Coord : x=400 y=720 // Coord : x=400 y=688 // ... // Coord : x=688 y=16 // Coord : x=688 y=0 // Coord : x=720 y=0 // // The current update index, the index specifies the coordinate that you see above // I.E. final int[] coords = getCoords( 2 ); -> x=16 y=80 final int[] coords = getCoords( ... ); // now I have the coords, how do I detect where to set the position? The tricky part // for me is when a direction changes, how do I calculate based on the elapsed time // how far to go up the new direction... I just can't wrap my head around this. this.setPosition(newX, newY); }

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  • More Efficient Data Structure for Large Layered Tile Map

    - by Stupac
    It seems like the popular method is to break the map up into regions and load them as needed, my problem is that in my game there are many AI entities other than the player out performing actions in virtually all the regions of the map. Let's just say I have a 5000x5000 map, when I use a 2D array of byte's to render it my game uses around 17 MB of memory, as soon as I change that data structure to a my own defined MapCell class (which only contains a single field: byte terrain) my game's memory consumption rockets up to 400+ MB. I plan on adding layering, so an array of byte's won't cut it and I figure I'd need to add a List of some sort to the MapCell class to provide objects in the layers. I'm only rendering tiles that are on screen, but I need the rest of the map to be represented in memory since it is constantly used in Update. So my question is, how can I reduce the memory consumption of my map while still maintaining the above requirements? Thank you for your time! Here's a few snippets my C# code in XNA4: public static void LoadMapData() { // Test map generations int xSize = 5000; int ySize = 5000; MapCell[,] map = new MapCell[xSize,ySize]; //byte[,] map = new byte[xSize, ySize]; Terrain[] terrains = new Terrain[4]; terrains[0] = grass; terrains[1] = dirt; terrains[2] = rock; terrains[3] = water; Random random = new Random(); for(int x = 0; x < xSize; x++) { for(int y = 0; y < ySize; y++) { //map[x,y] = new MapCell(terrains[random.Next(4)]); map[x,y] = new MapCell((byte)random.Next(4)); //map[x, y] = (byte)random.Next(4); } } testMap = new TileMap(map, xSize, ySize); // End test map setup currentMap = testMap; } public class MapCell { //public TerrainType terrain; public byte terrain; public MapCell(byte itsTerrain) { terrain = itsTerrain; } // the type of terrain this cell is treated as /*public Terrain terrain { get; set; } public MapCell(Terrain itsTerrain) { terrain = itsTerrain; }*/ }

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  • Unauthorized response from Server with API upload

    - by Ethan Shafer
    I'm writing a library in C# to help me develop a Windows application. The library uses the Ubuntu One API. I am able to authenticate and can even make requests to get the Quota (access to Account Admin API) and Volumes (so I know I have access to the Files API at least) Here's what I have as my Upload code: public static void UploadFile(string filename, string filepath) { FileStream file = File.OpenRead(filepath); byte[] bytes = new byte[file.Length]; file.Read(bytes, 0, (int)file.Length); RestClient client = UbuntuOneClients.FilesClient(); RestRequest request = UbuntuOneRequests.BaseRequest(Method.PUT); request.Resource = "/content/~/Ubuntu One/" + filename; request.AddHeader("Content-Length", bytes.Length.ToString()); request.AddParameter("body", bytes, ParameterType.RequestBody); client.ExecuteAsync(request, webResponse => UploadComplete(webResponse)); } Every time I send the request I get an "Unauthorized" response from the server. For now the "/content/~/Ubuntu One/" is hardcoded, but I checked and it is the location of my root volume. Is there anything that I'm missing? UbuntuOneClients.FilesClient() starts the url with "https://files.one.ubuntu.com" UbuntuOneRequests.BaseRequest(Method.{}) is the same requests that I use to send my Quota and Volumes requests, basically just provides all of the parameters needed to authenticate. EDIT:: Here's the BaseRequest() method: public static RestRequest BaseRequest(Method method) { RestRequest request = new RestRequest(method); request.OnBeforeDeserialization = resp => { resp.ContentType = "application/json"; }; request.AddParameter("realm", ""); request.AddParameter("oauth_version", "1.0"); request.AddParameter("oauth_nonce", Guid.NewGuid().ToString()); request.AddParameter("oauth_timestamp", DateTime.Now.ToString()); request.AddParameter("oauth_consumer_key", UbuntuOneRefreshInfo.UbuntuOneInfo.ConsumerKey); request.AddParameter("oauth_token", UbuntuOneRefreshInfo.UbuntuOneInfo.Token); request.AddParameter("oauth_signature_method", "PLAINTEXT"); request.AddParameter("oauth_signature", UbuntuOneRefreshInfo.UbuntuOneInfo.Signature); //request.AddParameter("method", method.ToString()); return request; } and the FilesClient() method: public static RestClient FilesClient() { return (new RestClient("https://files.one.ubuntu.com")); }

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  • 2D SAT Collision Detection not working when using certain polygons

    - by sFuller
    My SAT algorithm falsely reports that collision is occurring when using certain polygons. I believe this happens when using a polygon that does not contain a right angle. Here is a simple diagram of what is going wrong: Here is the problematic code: std::vector<vec2> axesB = polygonB->GetAxes(); //loop over axes B for(int i = 0; i < axesB.size(); i++) { float minA,minB,maxA,maxB; polygonA->Project(axesB[i],&minA,&maxA); polygonB->Project(axesB[i],&minB,&maxB); float intervalDistance = polygonA->GetIntervalDistance(minA, maxA, minB, maxB); if(intervalDistance >= 0) return false; //Collision not occurring } This function retrieves axes from the polygon: std::vector<vec2> Polygon::GetAxes() { std::vector<vec2> axes; for(int i = 0; i < verts.size(); i++) { vec2 a = verts[i]; vec2 b = verts[(i+1)%verts.size()]; vec2 edge = b-a; axes.push_back(vec2(-edge.y,edge.x).GetNormailzed()); } return axes; } This function returns the normalized vector: vec2 vec2::GetNormailzed() { float mag = sqrt( x*x + y*y ); return *this/mag; } This function projects a polygon onto an axis: void Polygon::Project(vec2* axis, float* min, float* max) { float d = axis->DotProduct(&verts[0]); float _min = d; float _max = d; for(int i = 1; i < verts.size(); i++) { d = axis->DotProduct(&verts[i]); _min = std::min(_min,d); _max = std::max(_max,d); } *min = _min; *max = _max; } This function returns the dot product of the vector with another vector. float vec2::DotProduct(vec2* other) { return (x*other->x + y*other->y); } Could anyone give me a pointer in the right direction to what could be causing this bug?

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  • rotate sprite and shooting bullets from the end of a cannon

    - by Alberto
    Hi all i have a problem in my Andengine code, I need , when I touch the screen, shoot a bullet from the cannon (in the same direction of the cannon) The cannon rotates perfectly but when I touch the screen the bullet is not created at the end of the turret This is my code: private void shootProjectile(final float pX, final float pY){ int offX = (int) (pX-canon.getSceneCenterCoordinates()[0]); int offY = (int) (pY-canon.getSceneCenterCoordinates()[1]); if (offX <= 0) return ; if(offY>=0) return; double X=canon.getX()+canon.getWidth()*0,5; double Y=canon.getY()+canon.getHeight()*0,5 ; final Sprite projectile; projectile = new Sprite( (float) X, (float) Y, mProjectileTextureRegion,this.getVertexBufferObjectManager() ); mMainScene.attachChild(projectile); int realX = (int) (mCamera.getWidth()+ projectile.getWidth()/2.0f); float ratio = (float) offY / (float) offX; int realY = (int) ((realX*ratio) + projectile.getY()); int offRealX = (int) (realX- projectile.getX()); int offRealY = (int) (realY- projectile.getY()); float length = (float) Math.sqrt((offRealX*offRealX)+(offRealY*offRealY)); float velocity = (float) 480.0f/1.0f; float realMoveDuration = length/velocity; MoveModifier modifier = new MoveModifier(realMoveDuration,projectile.getX(), realX, projectile.getY(), realY); projectile.registerEntityModifier(modifier); } @Override public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) { if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_MOVE){ double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); return true; } else if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_DOWN){ final float touchX = pSceneTouchEvent.getX(); final float touchY = pSceneTouchEvent.getY(); double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); shootProjectile(touchX, touchY); } return false; } Anyone know how to calculate the coordinates (X,Y) of the end of the barrel to draw the bullet?

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  • CMS vs Admin Panel?

    - by Bob
    Okay, so this probably seems like an unusual, more grammar related question, but I was unsure of what to call it. If you use a software such as vBulletin or MyBB or even Blogger and you're the administrator (or other, lesser position such as moderator) of the forum, or publisher/author of the blog, you generally have access to something of an "admin panel". For example, vBulletin's admin panel looks like this and Blogger's admin panel looks something like this. While they both look different and do different things, the goal is fundamentally the same: to provide the user with a method for adding, modifying, or deleting content... to let them control and administrate their forum or blog. Also, they're both made specifically by the company for use in a specific product. Now, there's also options like Drupal. It seems to offer quite a bit more and be quite a bit more generalized. How does something like this work? If you were freelancing, would you deploy a website with Drupal, or would it be something the client might already have installed on their own server? I've never really used Drupal, only heard about it, so please let me know. Also, there seems to be other options like cPanel, a sort of global CMS that allows you to administrate over your entire website. How do those work in comparison to Drupal, or the administrative panels with vBulletin? They seem to serve related, but different purposes. Basically, what is the norm? If I'm developing a web application for a group that needs to be able to edit their website without the need to go into the code or the database (or rather, wants to act in a graphical, easy-to-use content-management/admin panel), would it also be necessary to write my own miniature admin panel? Or would I be able to send them off knowing that they have cPanel? Or could something like Drupal fill this void? Again, I'm a little new to web development, and I'm working on planning out my first, real, large website. So I need a little advice on the standards and expectations for web development - security and coding practices aside, what should I be looking for as far as usability and administration for the client (who will be running the site once I'm done creating the website)? Any extra tips would also be appreciated! Oh, and just a little bit: I'm writing the website using Ruby on the Sinatra framework (both Ruby and Sinatra are things I'm fairly comfortable with) and I'm not being paid to make the website (and I will also be a user, and one of the three administrators of the website) - it's being built for a club I'm in.

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  • Merge sort. ArrayIndexOutOfBoundsException [migrated]

    - by user94892
    When I execute the program I am getting an error as stated below the program. Please help me figure out the problem.. import java.util.*; class Mergesort { public static void main(String args[]) { Scanner in= new Scanner(System.in); System.out.println("Enter the number of elements"); int n= in.nextInt(); int a[]= new int[n]; System.out.println("Enter the contents"); for(int i=0; i<n; i++) { a[i]=in.nextInt(); } a = mergesort(a,n); for(int i=0; i<n; i++) { System.out.println(a[i]); } } public static int[] mergesort(int[] x, int z) { if(z==1) { return x; } int b[]=new int[z/2]; int c[]=new int[z-z/2]; int i,j,k; for(int p=0;p<z/2; p++) { b[p]= x[p]; c[p]= x[p+z/2]; } c[z-z/2-1]= x[z-1]; b= mergesort(b,z/2); c= mergesort(c,z-z/2); for(i=0,j=0,k=0; k<z; k++) { if(b[i]<=c[j]) { x[k]=b[i]; i++; } else if( b[i]>c[j]) { x[k]=c[j]; j++; } else if(i== z/2) { x[k]= c[j]; j++; } else if(j == z-z/2) { x[k]= b[i]; i++; } } return x; } } Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 1 at Mergesort.mergesort(Mergesort.java:41) at Mergesort.mergesort(Mergesort.java:36) at Mergesort.main(Mergesort.java:16)

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  • Tech Cast Live - Java and Oracle, One Year Later - February 15th 10AM PST

    - by Cassandra Clark
    Join us for a special live conversation with Ajay Patel, Vice President of Product Development for Application Grid Products and Justin Kestelyn, Director of the Oracle Technology Network. Justin and Ajay will discuss the changes that have come to Java and Oracle since the Sun acquisition, just over a year ago. This live broadcast conversation will include discussion on: - Highlights, challenges and what we learned over the past year - The Future of Java and its importance to Oracle and the community - Oracle's Application Grid product portfolio today Watch Live Event February 15th Watch Archived TechCast Lives You will also have the chance to submit questions to the speakers live on the show, for real-time feedback by using #techcastlive. If your question is read on air we will send you a Free I am the Future of Java t-shirt* *Promotion Details After you have submitted your question and it is read on the live TechCast held February 15th your shirt should arrive in two to four weeks while supplies last. No purchase, payments, or fees are required to receive the gift. Limit one thank you gift per person, and the offer is available only while supplies last. Oracle reserves the right to modify or terminate this offer at any time, for any reason. This offer is not available to Oracle employees or residents of countries subject to U.S. embargo (including Cuba, Iran, Iraq, Libya, North Korea, Sudan, and Syria). Due to Federal Government regulations, this offer is not available to Federal Government customers. Those residing in India or Brazil will be given a substitute gift as we can not ship t-shirts to your country. You are responsible for complying with your employer's policies regarding acceptance of promotional items, and for government laws, regulations and agency policies, if you are a government employee you will not be able to participate. Must be 18 years of age or older. Void where prohibited. Neither Oracle nor any third party assisting Oracle with this offer is responsible for any problems, errors, delays, or technical malfunction related to or impacting this offer. Oracle respects your right to privacy and your information will not be distributed or used for any other purpose. For more information on Oracle's privacy policy, please review our http://www.oracle.com/html/privacy-policy.html. If you have any questions, please contact us at [email protected].

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  • How can I attach a model to the bone of another model?

    - by kaykayman
    I am trying to attach one animated model to one of the bones of another animated model in an XNA game. I've found a few questions/forum posts/articles online which explain how to attach a weapon model to the bone of another model (which is analogous to what I'm trying to achieve), but they don't seem to work for me. So as an example: I want to attach Model A to a specific bone in Model B. Question 1. As I understand it, I need to calculate the transforms which are applied to the bone on Model B and apply these same transforms to every bone in Model A. Is this right? Question 2. This is my code for calculating the Transforms on a specific bone. private Matrix GetTransformPaths(ModelBone bone) { Matrix result = Matrix.Identity; while (bone != null) { result = result * bone.Transform; bone = bone.Parent; } return result; } The maths of Matrices is almost entirely lost on me, but my understanding is that the above will work its way up the bone structure to the root bone and my end result will be the transform of the original bone relative to the model. Is this right? Question 3. Assuming that this is correct I then expect that I should either apply this to each bone in Model A, or in my Draw() method: private void DrawModel(SceneModel model, GameTime gametime) { foreach (var component in model.Components) { Matrix[] transforms = new Matrix[component.Model.Bones.Count]; component.Model.CopyAbsoluteBoneTransformsTo(transforms); Matrix parenttransform = Matrix.Identity; if (!string.IsNullOrEmpty(component.ParentBone)) parenttransform = GetTransformPaths(model.GetBone(component.ParentBone)); component.Player.Update(gametime.ElapsedGameTime, true, Matrix.Identity); Matrix[] bones = component.Player.GetSkinTransforms(); foreach (SkinnedEffect effect in mesh.Effects) { effect.SetBoneTransforms(bones); effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(model.Angle)) * Matrix.CreateTranslation(model.Position) * parenttransform; effect.View = getView(); effect.Projection = getProjection(); effect.Alpha = model.Opacity; } } mesh.Draw(); } I feel as though I have tried every conceivable way of incorporating the parenttransform value into the draw method. The above is my most recent attempt. Is what I'm trying to do correct? And if so, is there a reason it doesn't work? The above Draw method seems to transpose the models x/z position - but even at these wrong positions, they do not account for the animation of Model B at all. Note: As will be evident from the code my "model" is comprised of a list of "components". It is these "components" that correspond to a single "Microsoft.Xna.Framework.Graphics.Model"

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  • How can I dynamically load the correct sprite from a sprite sheet?

    - by Leonard Challis
    I am making a simple card game in unity. The game is based on a standard 52-card pack, with identical backs for unique faces. In my particular game different cards are worth different values and have various special abilities. The game will have 52 cards on the table (on the draw position or in the face-down deck or in someone's hand) at all times, so this number won't change. I thought that making a Card prefab and instantiating 52 of these manually would be a bad idea. Even doing it in code, I thought, would be a bit OTT, and that I should just instantiate visual cards when they are face-up to the player. I have a sprite sheet of the 52 cards and the back, which is imported as a Sprite in multiple mode, sliced in to a grid containing all the cards needed to play the game. The problem I now face is that, through my GameController script I want to generate a shuffled pack of cards, deal some to each player and then show those cards to a player. However, I am not sure of the best way, or even if it's possible, to do this dynamically with the sprite sheets as they are. For instance if I have the following: private CardRank rank; private CardSuite suite; private void Start() { this.rank = CardRank.Ace; this.suite = CardSuite.Spades; } This class would be instantiated by the game manager. I would have 52 of these in code. Whenever I have to visually show a card in the scene, I would use a card prefab, which is essentially a game object with a SpriteRenderer on it. I would need to dynamically load the correct sprite for this object from the spritesheet. The sliced sprites from the sprite sheet actually have names in the format AS (Ace of Spades), 7H (Seven of Hearts), etc - though this was a manual thing I did myself of course. I have also tried various alternative solutions, including creating animations, having separate sprites not in a spritesheet and having an array of available sprites in an array with a specific index for each card, but none seem as elegant as trying to load the correct sprite at runtime, as I'm trying to. So, how do I load a specific sprite from a spritesheet at runtime? I'm open to suggestions, even those that make me think differently about how to approach the problem.

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  • iscsitarget suddenly broken after upgrade of the 12.04 Hardware Stack

    - by RapidWebs
    After an upgrade to the latest Hardware Stack using Ubuntu 12.04, my iscsi service is not longer operational. The error from the service is such: FATAL: Module iscsi_trgt not found. I have learned that I might need to reinstall the package iscsitarget-dkms. this package builds a driver or something during installation, from source. During this build process, it reports and error, and now has also broke my package manager. Here is the relevant output: Building module: cleaning build area.... make KERNELRELEASE=3.13.0-34-generic -C /lib/modules/3.13.0-34-generic/build M=/var/lib/dkms/iscsitarget/1.4.20.2/build........(bad exit status: 2) Error! Bad return status for module build on kernel: 3.13.0-34-generic (i686) Consult /var/lib/dkms/iscsitarget/1.4.20.2/build/make.log for more information. Errors were encountered while processing: iscsitarget E: Sub-process /usr/bin/dpkg returned an error code (1) and this is the information provided by make.log: or iscsitarget-1.4.20.2 for kernel 3.13.0-34-generic (i686) Fri Aug 15 22:07:15 EDT 2014 make: Entering directory /usr/src/linux-headers-3.13.0-34-generic LD /var/lib/dkms/iscsitarget/1.4.20.2/build/built-in.o LD /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/built-in.o CC [M] /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/tio.o CC [M] /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/iscsi.o CC [M] /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/nthread.o CC [M] /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/wthread.o /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/wthread.c: In function ‘worker_thread’: /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/wthread.c:73:28: error: void value not ignored as it ought to be /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/wthread.c:74:3: error: implicit declaration of function ‘get_io_context’ [-Werror=implicit-function-declaration] /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/wthread.c:74:21: warning: assignment makes pointer from integer without a cast [enabled by default] cc1: some warnings being treated as errors make[2]: * [/var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/wthread.o] Error 1 make[1]: * [/var/lib/dkms/iscsitarget/1.4.20.2/build/kernel] Error 2 make: * [module/var/lib/dkms/iscsitarget/1.4.20.2/build] Error 2 make: Leaving directory `/usr/src/linux-headers-3.13.0-34-generic' I am at a loss on how to resolve this issue. any help would be appreciated!

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  • What is required for a scope in an injection framework?

    - by johncarl
    Working with libraries like Seam, Guice and Spring I have become accustomed to dealing with variables within a scope. These libraries give you a handful of scopes and allow you to define your own. This is a very handy pattern for dealing with variable lifecycles and dependency injection. I have been trying to identify where scoping is the proper solution, or where another solution is more appropriate (context variable, singleton, etc). I have found that if the scope lifecycle is not well defined it is very difficult and often failure prone to manage injections in this way. I have searched on this topic but have found little discussion on the pattern. Is there some good articles discussing where to use scoping and what are required/suggested prerequisites for scoping? I interested in both reference discussion or your view on what is required or suggested for a proper scope implementation. Keep in mind that I am referring to scoping as a general idea, this includes things like globally scoped singletons, request or session scoped web variable, conversation scopes, and others. Edit: Some simple background on custom scopes: Google Guice custom scope Some definitions relevant to above: “scoping” - A set of requirements that define what objects get injected at what time. A simple example of this is Thread scope, based on a ThreadLocal. This scope would inject a variable based on what thread instantiated the class. Here's an example of this: “context variable” - A repository passed from one object to another holding relevant variables. Much like scoping this is a more brute force way of accessing variables based on the calling code. Example: methodOne(Context context){ methodTwo(context); } methodTwo(Context context){ ... //same context as method one, if called from method one } “globally scoped singleton” - Following the singleton pattern, there is one object per application instance. This applies to scopes because there is a basic lifecycle to this object: there is only one of these objects instantiated. Here's an example of a JSR330 Singleton scoped object: @Singleton public void SingletonExample{ ... } usage: public class One { @Inject SingeltonExample example1; } public class Two { @Inject SingeltonExample example2; } After instantiation: one.example1 == two.example2 //true;

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  • Calling functions from different classes

    - by A Ron Hubbard Clevenger
    I'm writing a program and I'm supposed to check and see if a certain object is in the list before I call it. I set up the contains() method which is supposed to use the equals() method of the Comparable interface I implemented on my Golfer class but it doesn't seem to call it (I put print statements in to check). I can't seem to figure out whats wrong with the code, the ArrayUnsortedList class I'm using to go through the list even uses the correct toString() method I defined in my Golfer class but for some reason it won't use the equals() method I implemented. //From "GolfApp.java" public class GolfApp{ ListInterface <Golfer>golfers = new ArraySortedList<Golfer> (20); Golfer golfer; //..*snip*.. if(this.golfers.contains(new Golfer(name,score))) System.out.println("The list already contains this golfer"); else{ this.golfers.add(this.golfer = new Golfer(name,score)); System.out.println("This golfer is already on the list"); } //From "ArrayUnsortedList.java" protected void find(T target){ location = 0; found = false; while (location < numElements){ if (list[location].equals(target)) //Where I think the problem is { found = true; return; } else location++; } } public boolean contains(T element){ find(element); return found; } //From "Golfer.java" public class Golfer implements Comparable<Golfer>{ //..irrelavant code sniped..// public boolean equals(Golfer golfer) { String thisString = score + ":" + name; String otherString = golfer.getScore() + ":" + golfer.getName() ; System.out.println("Golfer.equals() has bee called"); return thisString.equalsIgnoreCase(otherString); } public String toString() { return (score + ":" + name); } My main problem seems to be getting the find function of the ArrayUnsortedList to call my equals function in the find() part of the List but I'm not exactly sure why, like I said when I have it printed out it works with the toString() method I implemented perfectly. I'm almost positive the problem has to do with the find() function in the ArraySortedList not calling my equals() method. I tried using some other functions that relied on the find() method and got the same results.

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  • Simplifying C++11 optimal parameter passing when a copy is needed

    - by Mr.C64
    It seems to me that in C++11 lots of attention was made to simplify returning values from functions and methods, i.e.: with move semantics it's possible to simply return heavy-to-copy but cheap-to-move values (while in C++98/03 the general guideline was to use output parameters via non-const references or pointers), e.g.: // C++11 style vector<string> MakeAVeryBigStringList(); // C++98/03 style void MakeAVeryBigStringList(vector<string>& result); On the other side, it seems to me that more work should be done on input parameter passing, in particular when a copy of an input parameter is needed, e.g. in constructors and setters. My understanding is that the best technique in this case is to use templates and std::forward<>, e.g. (following the pattern of this answer on C++11 optimal parameter passing): class Person { std::string m_name; public: template <class T, class = typename std::enable_if < std::is_constructible<std::string, T>::value >::type> explicit Person(T&& name) : m_name(std::forward<T>(name)) { } ... }; A similar code could be written for setters. Frankly, this code seems boilerplate and complex, and doesn't scale up well when there are more parameters (e.g. if a surname attribute is added to the above class). Would it be possible to add a new feature to C++11 to simplify code like this (just like lambdas simplify C++98/03 code with functors in several cases)? I was thinking of a syntax with some special character, like @ (since introducing a &&& in addition to && would be too much typing :) e.g.: class Person { std::string m_name; public: /* Simplified syntax to produce boilerplate code like this: template <class T, class = typename std::enable_if < std::is_constructible<std::string, T>::value >::type> */ explicit Person(std::string@ name) : m_name(name) // implicit std::forward as well { } ... }; This would be very convenient also for more complex cases involving more parameters, e.g. Person(std::string@ name, std::string@ surname) : m_name(name), m_surname(surname) { } Would it be possible to add a simplified convenient syntax like this in C++? What would be the downsides of such a syntax?

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  • Loading levels from .txt or .XML for XNA

    - by Dave Voyles
    I'm attemptin to add multiple levels to my pong game. I'd like to simply exchange a few elements with each level, nothing crazy. Just the background texture, the color of the AI paddle (the one on the right side), and the music. It seems that the best way to go about this is by utilizing the StreamReader to read and write the files from XML. If there is a better, or more efficient alternative way then I'm all for it. In looking over the XNA Starter Platformer Kit provided by MS it seems that they've done it in this manner as well. I'm perplexed by a few things, however, namely parts within the Level class which aren't commented. /// <summary> /// Iterates over every tile in the structure file and loads its /// appearance and behavior. This method also validates that the /// file is well-formed with a player start point, exit, etc. /// </summary> /// <param name="fileStream"> /// A stream containing the tile data. /// </param> private void LoadTiles(Stream fileStream) { // Load the level and ensure all of the lines are the same length. int width; List<string> lines = new List<string>(); using (StreamReader reader = new StreamReader(fileStream)) { string line = reader.ReadLine(); width = line.Length; while (line != null) { lines.Add(line); if (line.Length != width) throw new Exception(String.Format("The length of line {0} is different from all preceeding lines.", lines.Count)); line = reader.ReadLine(); } } What does width = line.Length mean exactly? I mean I know how it reads the line, but what difference does it make if one line is longer than any of the others? Finally, their levels are simply text files that look like this: .................... .................... .................... .................... .................... .................... .................... .........GGG........ .........###........ .................... ....GGG.......GGG... ....###.......###... .................... .1................X. #################### It can't be that easy..... Can it?

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  • Mixing Forms and Token Authentication in a single ASP.NET Application

    - by Your DisplayName here!
    I recently had the task to find out how to mix ASP.NET Forms Authentication with WIF’s WS-Federation. The FormsAuth app did already exist, and a new sub-directory of this application should use ADFS for authentication. Minimum changes to the existing application code would be a plus ;) Since the application is using ASP.NET MVC this was quite easy to accomplish – WebForms would be a little harder, but still doable. I will discuss the MVC solution here. To solve this problem, I made the following changes to the standard MVC internet application template: Added WIF’s WSFederationAuthenticationModule and SessionAuthenticationModule to the modules section. Add a WIF configuration section to configure the trust with ADFS. Added a new authorization attribute. This attribute will go on controller that demand ADFS (or STS in general) authentication. The attribute logic is quite simple – it checks for authenticated users – and additionally that the authentication type is set to Federation. If that’s the case all is good, if not, the redirect to the STS will be triggered. public class RequireTokenAuthenticationAttribute : AuthorizeAttribute {     protected override bool AuthorizeCore(HttpContextBase httpContext)     {         if (httpContext.User.Identity.IsAuthenticated &&             httpContext.User.Identity.AuthenticationType.Equals( WIF.AuthenticationTypes.Federation, StringComparison.OrdinalIgnoreCase))         {             return true;         }                     return false;     }     protected override void HandleUnauthorizedRequest(AuthorizationContext filterContext)     {                    // do the redirect to the STS         var message = FederatedAuthentication.WSFederationAuthenticationModule.CreateSignInRequest( "passive", filterContext.HttpContext.Request.RawUrl, false);         filterContext.Result = new RedirectResult(message.RequestUrl);     } } That’s it ;) If you want to know why this works (and a possible gotcha) – read my next post.

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  • I need to move an entity to the mouse location after i rightclick

    - by I.Hristov
    Well I've read the related questions-answers but still cant find a way to move my champion to the mouse position after a right-button mouse-click. I use this code at the top: float speed = (float)1/3; And this is in my void Update: //check if right mouse button is clicked if (mouse.RightButton == ButtonState.Released && previousButtonState == ButtonState.Pressed) { // gets the position of the mouse in mousePosition mousePosition = new Vector2(mouse.X, mouse.Y); //gets the current position of champion (the drawRectangle) currentChampionPosition = new Vector2(drawRectangle.X, drawRectangle.Y); // move champion to mouse position: //handles the case when the mouse position is really close to current position if (Math.Abs(currentChampionPosition.X - mousePosition.X) <= speed && Math.Abs(currentChampionPosition.Y - mousePosition.Y) <= speed) { drawRectangle.X = (int)mousePosition.X; drawRectangle.Y = (int)mousePosition.Y; } else if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)((mousePosition.X - currentChampionPosition.X) * speed); drawRectangle.Y += (int)((mousePosition.Y - currentChampionPosition.Y) * speed); } } previousButtonState = mouse.RightButton; What that code does at the moment is on a click it brings the sprite 1/3 of the distance to the mouse but only once. How do I make it move consistently all the time? It seems I am not updating the sprite at all. EDIT I added the Vector2 as Nick said and with speed changed to 50 it should be OK. I tried it with if ButtonState.Pressed and it works while pressing the button. Thanks. However I wanted it to start moving when single mouse clicked. It should be moving until reaches the mousePosition. The Edit of Nick's post says to create another Vector2, But I already have the one called mousePosition. Not sure how to use another one. //gets a Vector2 direction to move *by Nick Wilson Vector2 direction = mousePosition - currentChampionPosition; //make the direction vector a unit vector direction.Normalize(); //multiply with speed (number of pixels) direction *= speed; // move champion to mouse position if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)(direction.X); drawRectangle.Y += (int)(direction.Y); } } previousButtonState = mouse.RightButton;

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  • EJB Named Criteria - Apply bind variable in Backingbean

    - by Deepak Siddappa
    EJB Named criteria are predefined and reusable where-clause definitions that are dynamically applied to a ViewObject query. Here we often use to filter the ViewObject SQL statement query based on Where Clause conditions.Take a scenario where we need to filter the SQL statements query based on Where Clause conditions, instead of playing with SQL statements use the EJB Named Criteria which is supported by default in ADF and set the Bind Variable parameter at run time.You can download the sample workspace from here [Runs with Oracle JDeveloper 11.1.2.0.0 (11g R2) + HR Schema] Implementation StepsCreate Java EE Web Application with entity based on Employees table, then create a session bean and data control for the session bean.Open the DataControls.dcx file and create sparse xml for as shown below. In sparse xml navigate to Named criteria tab -> Bind Variable section, create binding variable deptId. Now create a named criteria and map the query attributes to the bind variable. In the ViewController create index.jspx page, from data control palette drop employeesFindAll->Named Criteria->EmployeesCriteria->Table as ADF Read-Only Filtered Table and create the backingBean as "IndexBean".Open the index.jspx page and remove the "filterModel" binding from the table, add <af:inputText />, command button and bind them to backingBean. For command button create the actionListener as "applyEmpCriteria" and add below code to the file. public void applyEmpCriteria(ActionEvent actionEvent) { DCIteratorBinding dc = (DCIteratorBinding)evaluteEL("#{bindings.employeesFindAllIterator}"); ViewObject vo = dc.getViewObject(); vo.applyViewCriteria(vo.getViewCriteriaManager().getViewCriteria("EmployeesCriteria")); vo.ensureVariableManager().setVariableValue("deptId", this.getDeptId().getValue()); vo.executeQuery(); } /** * Programmtic evaluation of EL * * @param el EL to evalaute * @return Result of the evalutaion */ public Object evaluteEL(String el) { FacesContext fctx = FacesContext.getCurrentInstance(); ELContext elContext = fctx.getELContext(); Application app = fctx.getApplication(); ExpressionFactory expFactory = app.getExpressionFactory(); ValueExpression valExp = expFactory.createValueExpression(elContext, el, Object.class); return valExp.getValue(elContext); } Run the index.jspx page, enter departmentId value as 90 and click in ApplyEmpCriteria button. Now the bind variable for the Named criteria will be applied at runtime in the backing bean and it will re-execute ViewObject query to filter based on where clause condition.

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