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  • How to execute? [closed]

    - by Viswa
    Possible Duplicate: how to read the password from variable? I did the below code in my python script,but its not work. #! /usr/bin/python import os address = "rsync -avrz [email protected]:/opt/script/python/data/ /opt/script/python/data/" passwd ="my server password" os.system('%(address)s "echo %(passwd)s"' %locals()) it throws below error. If arg is a remote file/dir, prefix it with a colon (:). rsync error: syntax or usage error (code 1) at main.c(1236) [Receiver=3.0.7] If i run os.system('%(address)s' %locals()) means it work without any error but it ask password. I need that password should be read from my passwd variable. How to write python script to read server password from my variable.

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  • New release for the Visual Studio 2010 and .NET Framework 4 Training Kit

    - by Enrique Lima
    Among the new content in the release, is a set of ALM docs and labs. The ALM content referenced above is: o Using Code Analysis with Visual Studio 2010 to Improve Code Quality o Introduction to Exploratory Testing with Microsoft Test Manager 2010 o Introduction to Platform Testing with Microsoft Test Manager 2010 o Introduction to Quality Tracking with Visual Studio 2010 o Introduction to Test Planning with Microsoft Test Manager 2010 All ALM labs point to the latest version of the VS 2010 RTM VM. You can download the Training Kit from :  http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=23507 Visit the online content: http://msdn.microsoft.com/en-us/VS2010TrainingCourse Download the most recent version of the Visual Studio: http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=240

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  • Where to go from here, how to improve / learn more

    - by bExplosion
    I finished University around 4 years ago double degree in Software Eng/Comp Sci. Got my first job at a startup in my final year, was with them for 2.5 years then started my own business. So far everything is going great, lots of clients and stead work etc, but coming right out of uni and into a start up I never had any form or senior software engineer guiding my work or suggesting improvements etc... Whats the best way for me to improve & learn more? Books? MS Exams? Other? I develop in C#, ASP.NET/MVC. Update The problem isn't really with releasing products, I've released quite a few which are up and running with customers happy. It's more with quality of code, best practices, how do I know something I am code is correct, it may work but there may be ways of coding it much more efficiently or by adhering to some kind of standard Cheers for any responses! Matt

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  • Making CopySourceAsHtml add-on work with VS2010

    - by DigiMortal
    As there are still bloggers who use CopySourceAsHtml add-on for Visual Studio to get syntax highlighted code to their blog posts and there is no guidance in CSAH site how to make it work with Visual Studio 2010 I will give my guidance here. Almost all code in this blog is syntax highlighted by this add-on (read more from my post Visual Studio add-in: CopySourceAsHTML). Last version of CSAH is available for VS2008 but it is easy to make it work with VS2010. Just follow these steps. Close VS2010 if it is opened. Goto folder MyDocuments\Visual Studio 2010. Move to AddIns subfolder (create it if there is no such subfolder). Create file called CopySourceAsHtml.AddIn and open it in text editor. Paste the following XML to editor:   <?xml version="1.0" encoding="utf-8" standalone="no"?> <Extensibility xmlns="http://schemas.microsoft.com/AutomationExtensibility"> <HostApplication> <Name>Microsoft Visual Studio Macros</Name> <Version>10.0</Version> </HostApplication> <HostApplication> <Name>Microsoft Visual Studio</Name> <Version>10.0</Version> </HostApplication> <Addin> <FriendlyName>CopySourceAsHtml</FriendlyName> <Description>Adds support to Microsoft Visual Studio 2010 for copying source code, syntax highlighting, and line numbers as HTML.</Description> <Assembly>JTLeigh.Tools.Development.CopySourceAsHtml, Version=3.0.3215.1, Culture=neutral, PublicKeyToken=bb2a58bdc03d2e14, processorArchitecture=MSIL</Assembly> <FullClassName>JTLeigh.Tools.Development.CopySourceAsHtml.Connect</FullClassName> <LoadBehavior>1</LoadBehavior> <CommandPreload>0</CommandPreload> <CommandLineSafe>0</CommandLineSafe> </Addin> </Extensibility> Save file and close it. Run VS2010 and activate add-on if it is not activated yet. That’s it. If you are heavy user of CSAH then I recommend you to bookmark this post. :)

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  • What's the most productive coding environment

    - by Ubiguchi
    I was speaking with an ex-colleague the other day about the most productive way to write code and he said he found it best "to CIMP, or Code In My Pants". When I asked him exactly what he meant, he explained he found it best to work at home, coding at his own pace, dressed comfortably (in his pants), and communicating with his team through emails, IM, or the telephone. Digesting his approach (which he describes to clients as the Complete Integrated Method of Programming), I realised my coding is also more productive when working in an isolated environment, which made me wonder if the software industry has got it all wrong and should development be really done by dispersed teams of individuals, or are there advantages to geographical herding that make up for the added interruptions it brings? So has business got it wrong? Should development occur predominantly across geographically isolated individuals to increase productivity, or are there real reasons why herding developers together makes sense?

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  • "Whole-team" C++ features?

    - by Blaisorblade
    In C++, features like exceptions impact your whole program: you can either disable them in your whole program, or you need to deal with them throughout your code. As a famous article on C++ Report puts it: Counter-intuitively, the hard part of coding exceptions is not the explicit throws and catches. The really hard part of using exceptions is to write all the intervening code in such a way that an arbitrary exception can propagate from its throw site to its handler, arriving safely and without damaging other parts of the program along the way. Since even new throws exceptions, every function needs to provide basic exception safety — unless it only calls functions which guarantee throwing no exception — unless you disable exceptions altogether in your whole project. Hence, exceptions are a "whole-program" or "whole-team" feature, since they must be understood by everybody in a team using them. But not all C++ features are like that, as far as I know. A possible example is that if I don't get templates but I do not use them, I will still be able to write correct C++ — or will I not?. I can even call sort on an array of integers and enjoy its amazing speed advantage wrt. C's qsort (because no function pointer is called), without risking bugs — or not? It seems templates are not "whole-team". Are there other C++ features which impact code not directly using them, and are hence "whole-team"? I am especially interested in features not present in C. Update: I'm especially looking for features where there's no language-enforced sign you need to be aware of them. The first answer I got mentioned const-correctness, which is also whole-team, hence everybody needs to learn about it; however, AFAICS it will impact you only if you call a function which is marked const, and the compiler will prevent you from calling it on non-const objects, so you get something to google for. With exceptions, you don't even get that; moreover, they're always used as soon as you use new, hence exceptions are more "insidious". Since I can't phrase this as objectively, though, I will appreciate any whole-team feature. Appendix: Why this question is objective (if you wonder) C++ is a complex language, so many projects or coding guides try to select "simple" C++ features, and many people try to include or exclude some ones according to mostly subjective criteria. Questions about that get rightfully closed regularly here on SO. Above, instead, I defined (as precisely as possible) what a "whole-team" language feature is, provide an example (exceptions), together with extensive supporting evidence in the literature about C++, and ask for whole-team features in C++ beyond exceptions. Whether you should use "whole-team" features, or whether that's a relevant concept, might be subjective — but that only means the importance of this question is subjective, like always.

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  • Collision rectangle response

    - by dotty
    I'm having difficulties getting a moveable rectangle to collide with more than one rectangle. I'm using SFML and it has a handy function called Intersect() which takes 2 rectangles and returns the intersections. I have a vector full of rectangles which I want my moveable rectangle to collide with. I'm looping through this using the following code (p is the moveble rectangle). IsCollidingWith returns a bool but also uses SFML's Interesect to work out the intersections. while(unsigned i = 0; i!= testRects.size(); i++){ if(p.IsCollidingWith(testRects[i]){ p.Collide(testRects[i]); } } and the actual Collide() code void gameObj::collide( gameObj collidingObject ){ printf("%f %f\n", this->colliderResult.width, this->colliderResult.height); if (this->colliderResult.width < this->colliderResult.height) { // collided on X if (this->getCollider().left < collidingObject.getCollider().left ) { this->move( -this->colliderResult.width , 0); }else { this->move( this->colliderResult.width, 0 ); } } if(this->colliderResult.width > this->colliderResult.height){ if (this->getCollider().top < collidingObject.getCollider().top ) { this->move( 0, -this->colliderResult.height); }else { this->move( 0, this->colliderResult.height ); } } } and the IsCollidingWith() code is bool gameObj::isCollidingWith( gameObj testObject ){ if (this->getCollider().intersects( testObject.getCollider(), this->colliderResult )) { return true; }else { return false; } } This works fine when there's only 1 Rect in the scene. However, when there's move than one Rect it causes issue when working out 2 collisions at once. Any idea how to deal with this correctly? I have uploaded a video to youtube to show my problem. The console on the far-right shows the width and height of the intersections. You can see on the console that it's trying to calculate 2 collisions at once, I think this is where the problem is being caused. The youtube video is at http://www.youtube.com/watch?v=fA2gflOMcAk also , this image also seems to illustrate the problem nicely. Can someone please help, I've been stuck on this all weekend!

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  • Is this a pattern? Proxy/delegation of interface to existing concrete implementation

    - by Ian Newson
    I occasionally write code like this when I want to replace small parts of an existing implementation: public interface IFoo { void Bar(); } public class Foo : IFoo { public void Bar() { } } public class ProxyFoo : IFoo { private IFoo _Implementation; public ProxyFoo(IFoo implementation) { this._Implementation = implementation; } #region IFoo Members public void Bar() { this._Implementation.Bar(); } #endregion } This is a much smaller example than the real life cases in which I've used this pattern, but if implementing an existing interface or abstract class would require lots of code, most of which is already written, but I need to change a small part of the behaviour, then I will use this pattern. Is this a pattern or an anti pattern? If so, does it have a name and are there any well known pros and cons to this approach? Is there a better way to achieve the same result? Rewriting the interfaces and/or the concrete implementation is not normally an option as it will be provided by a third party library.

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  • Checking For Empty Enumerations

    While spelunking in some code recently I saw a method that looked something like this: public void Foo<T>(IEnumerable<T> items) { if(items == null || items.Count() == 0) { // Warn about emptiness } } This method accepts a generic enumeration and then proceeds to check if the enumeration is null or empty. Do you see the potential problem with this code? Ill give you a hint, its this line: items.Count() == 0 Whats the problem? Well that line right there has the potential...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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  • Calling a parameterized javascript function from php [migrated]

    - by Ginger
    I need to call a javascript function from php, by passing a value in php variable. My code goes like this: echo '<tr class="trlight"><td onclick="callVehicle('.$qry_vehicleid.');"><label>Call Vehicle</label>&nbsp;</td></tr>'; And in javascript file I try to execute the following code: function callVehicle(vid) { alert('Call '+vid); document.getElementById("SearchResult").style.visibility="hidden"; } and an error test is not defined occurs. test is the value that I assigned to variable $qry_vehicleid. Can someone please point out what the mistake is?

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  • Control HelpButton, HelpRequested, HelpButtonClicked - Instant help for windows Dialog Form components

    Instant help for windows dialog components is a great feature and very much known since windows 98. but I saw many many people are not aware it and query on Google to get help, but “help button” for dialogs helps you or your customers to get the help instantly. Every dialog window has help icon if that dialog was coded to enable it. it really helps to know the functionality of the components quickly. For example I was trying to pint a document from acrobat reader and opened printer properties to print the content front and back of the paper. If you observe there is a help button before close button. To get help on options of “Print on Both Sides” you would need to click on help button first and then click on the area on which you want to see the help. above picture shows help text for the options of “Print on Both Sides”. If you would like to get the help using keyboard you can use F1 key. Help button can be displayed only if minimize button and maximize button both are not shown unless you want go with custom buttons. below is the way if you want to get Help button for windows forms.   In this sample demo I want to have a checkbox and need to show help when I click on F1 on check box. So I created a form which country check box and help label as show in adjacent picture. Below is the code for your code bind file. using System; using System.Windows.Forms; namespace WindowsFormsApplication1 {     public partial classForm1: Form    {         publicForm1()         {             InitializeComponent();         }         private void Form1_Load(objectsender, EventArgs e)         {             this.Text = "Help Button Demo Form";             lblHelp.Text = "Press F1 on any component to get Instant Help";             this.HelpButton = true;             this.MaximizeBox = false;             this.MinimizeBox = false;             chkCountry.Tag = "Check or Uncheck Coutry Check Box";             chkCountry.HelpRequested += newHelpEventHandler(chkCountry_HelpRequested);             chkCountry.MouseLeave += newEventHandler(chkCountry_MouseLeave);         }         void chkCountry_HelpRequested(objectsender, HelpEventArgs hlpevent)         {             ControlrequestingControl = (Control)sender;             lblHelp.Text = (string)requestingControl.Tag;             hlpevent.Handled = true;         }         void chkCountry_MouseLeave(objectsender, EventArgs e)         {             lblHelp.Text = "Press F1 on any component to get Instant Help";         }     } } In above code  “HelpRequested” is an event will be fired when you click on F1 on Country checkbox. I stored the help information in the checkbox property called “Tag”. You might also maintain a property file to keep help text for each component differently. If you click on F1 when focus is on main form instead on individual component then generally separate help window opens. This can be done using the event “Form.HelpRequested” to open help windows as in below code. this.HelpRequested += newHelpEventHandler(Form1_HelpRequested); voidForm1_HelpRequested(objectsender, HelpEventArgs hlpevent) {     frmHelp.Show(); } span.fullpost {display:none;}

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  • Vocabulary: Should I call this apply or map?

    - by Carlos Vergara
    So, I'm tasked with organizing the code and building a library with all the common code among our products. One thing that seems to happen all the time and I wanted to abstract is posted below in pseudocode, and I don't know how to call it (different products have different domain specific implementations and names for it) list function idk_what_to_name_it ( list list_of_callbacks, value common_parameter ): list list_of_results = new list for_each(callback in list_of_callbacks) list_of_results.push(callback(common_parameter)) end for_each return list_of_results end function Would you call this specific construct a list ListOfCallbacks.Map( value value_to_map) method or would it better be value Value.apply(list list_of_callbacks) I'm really curious about this kind of thing. Is there a standard guide for this stuff?

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  • Software patents [closed]

    - by user71622
    not exactly sure where I should post this but I have a question about filing for software patents. If I have an idea for a UI feature, how do I go about patenting that feature. I don't have any code written and I'm afraid my coding skills aren't up to snuff in order to code the thing I imagined but aside from that, can anyone give me any general guidance and info? I've gone through the CIPO site (Canada's patent office) but haven't come away with enough information on what I'm trying to patent but what I have understood is that I have to very thorough in describing what I'm trying to patent and showing that it could work. If anyone has gone through the process of patenting software, can you tell me about your experience? I would like to hear about US and Canadian experiences Thank you!

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  • Multi-threaded JOGL Problem

    - by moeabdol
    I'm writing a simple OpenGL application in Java that implements the Monte Carlo method for estimating the value of PI. The method is pretty easy. Simply, you draw a circle inside a unit square and then plot random points over the scene. Now, for each point that is inside the circle you increment the counter for in points. After determining for all the random points wither they are inside the circle or not you divide the number of in points over the total number of points you have plotted all multiplied by 4 to get an estimation of PI. It goes something like this PI = (inPoints / totalPoints) * 4. This is because mathematically the ratio of a circle's area to a square's area is PI/4, so when we multiply it by 4 we get PI. My problem doesn't lie in the algorithm itself; however, I'm having problems trying to plot the points as they are being generated instead of just plotting everything at once when the program finishes executing. I want to give the application a sense of real-time display where the user would see the points as they are being plotted. I'm a beginner at OpenGL and I'm pretty sure there is a multi-threading feature built into it. Non the less, I tried to manually create my own thread. Each worker thread plots one point at a time. Following is the psudo-code: /* this part of the code exists in display() method in MyCanvas.java which extends GLCanvas and implements GLEventListener */ // main loop for(int i = 0; i < number_of_points; i++){ RandomGenerator random = new RandomGenerator(); float x = random.nextFloat(); float y = random.nextFloat(); Thread pointThread = new Thread(new PointThread(x, y)); } gl.glFlush(); /* this part of the code exists in run() method in PointThread.java which implements Runnable */ void run(){ try{ gl.glPushMatrix(); gl.glBegin(GL2.GL_POINTS); if(pointIsIn) gl.glColor3f(1.0f, 0.0f, 0.0f); // red point else gl.glColor3f(0.0f, 0.0f, 1.0f); // blue point gl.glVertex3f(x, y, 0.0f); // coordinates gl.glEnd(); gl.glPopMatrix(); }catch(Exception e){ } } I'm not sure if my approach to solving this issue is correct. I hope you guys can help me out. Thanks.

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  • Comment l'analyse statique moderne peut-elle faciliter la vie des développeurs ? Découvrez la solution de Coverity, utilisée par le CERN

    Webinar : comment l'analyse statique de dernière génération peut-elle faciliter la vie des développeurs ? Découvrez la solution de Coverity, utilisée par le CERN Dans un monde où un bug mineur peut avoir des effets dévastateurs, les outils d'analyse statique d'ancienne génération s'avèrent souvent incapables de détecter les vrais défauts de code, difficiles à identifier. Mais des outils modernes d'analyse statique de code existent, permettent de détecter ces défauts critiques et potentiellement dommageables tôt dans le cycle de développement, permettant ainsi de réduire les coûts, les délais et les risques liés aux erreurs logicielles. Coverity Static Analysis est l'une de...

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  • O'Reilly Deal of the day - 10/June/2012 - Introducing HTML5 Game Development

    - by TATWORTH
    Today's deal of the day from O'Reilly at http://shop.oreilly.com/product/0636920022633.do?code=DEAL is Introducing HTML5 Game Development"Making video games is hard work that requires technical skills, a lot of planning, and—most critically—a commitment to completing the project. With this hands-on guide, you’ll learn step-by-step how to create a real 2D game from start to finish. In the process, you’ll use Impact, the JavaScript game framework that works with HTML5’s Canvas element. Not only will you pick up important tips about game design, you’ll also learn how to publish Impact games to the Web, desktop, and mobile—including a method to package your game as a native iOS app. Packed with screen shots and sample code, this book is ideal for game developers of all levels."

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  • How to move a rectangle properly?

    - by bodycountPP
    I recently started to learn OpenGL. Right now I finished the first chapter of the "OpenGL SuperBible". There were two examples. The first had the complete code and showed how to draw a simple triangle. The second example is supposed to show how to move a rectangle using SpecialKeys. The only code provided for this example was the SpecialKeys method. I still tried to implement it but I had two problems. In the previous example I declared and instaciated vVerts in the SetupRC() method. Now as it is also used in the SpecialKeys() method, I moved the declaration and instantiation to the top of the code. Is this proper c++ practice? I copied the part where vertex positions are recalculated from the book, but I had to pick the vertices for the rectangle on my own. So now every time I press a key for the first time the rectangle's upper left vertex is moved to (-0,5:-0.5). This ok because of GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y But I also think that this is the reason why my rectangle is shifted in the beginning. After the first time a key was pressed everything works just fine. Here is my complete code I hope you can help me on those two points. GLBatch squareBatch; GLShaderManager shaderManager; //Load up a triangle GLfloat vVerts[] = {-0.5f,0.5f,0.0f, 0.5f,0.5f,0.0f, 0.5f,-0.5f,0.0f, -0.5f,-0.5f,0.0f}; //Window has changed size, or has just been created. //We need to use the window dimensions to set the viewport and the projection matrix. void ChangeSize(int w, int h) { glViewport(0,0,w,h); } //Called to draw the scene. void RenderScene(void) { //Clear the window with the current clearing color glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); GLfloat vRed[] = {1.0f,0.0f,0.0f,1.0f}; shaderManager.UseStockShader(GLT_SHADER_IDENTITY,vRed); squareBatch.Draw(); //perform the buffer swap to display the back buffer glutSwapBuffers(); } //This function does any needed initialization on the rendering context. //This is the first opportunity to do any OpenGL related Tasks. void SetupRC() { //Blue Background glClearColor(0.0f,0.0f,1.0f,1.0f); shaderManager.InitializeStockShaders(); squareBatch.Begin(GL_QUADS,4); squareBatch.CopyVertexData3f(vVerts); squareBatch.End(); } //Respond to arrow keys by moving the camera frame of reference void SpecialKeys(int key,int x,int y) { GLfloat stepSize = 0.025f; GLfloat blockSize = 0.5f; GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y if(key == GLUT_KEY_UP) { blockY += stepSize; } if(key == GLUT_KEY_DOWN){blockY -= stepSize;} if(key == GLUT_KEY_LEFT){blockX -= stepSize;} if(key == GLUT_KEY_RIGHT){blockX += stepSize;} //Recalculate vertex positions vVerts[0] = blockX; vVerts[1] = blockY - blockSize*2; vVerts[3] = blockX + blockSize * 2; vVerts[4] = blockY - blockSize *2; vVerts[6] = blockX+blockSize*2; vVerts[7] = blockY; vVerts[9] = blockX; vVerts[10] = blockY; squareBatch.CopyVertexData3f(vVerts); glutPostRedisplay(); } //Main entry point for GLUT based programs int main(int argc, char** argv) { //Sets the working directory. Not really needed gltSetWorkingDirectory(argv[0]); //Passes along the command-line parameters and initializes the GLUT library. glutInit(&argc,argv); //Tells the GLUT library what type of display mode to use, when creating the window. //Double buffered window, RGBA-Color mode,depth-buffer as part of our display, stencil buffer also available glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH|GLUT_STENCIL); //Window size glutInitWindowSize(800,600); glutCreateWindow("MoveRect"); glutReshapeFunc(ChangeSize); glutDisplayFunc(RenderScene); glutSpecialFunc(SpecialKeys); //initialize GLEW library GLenum err = glewInit(); //Check that nothing goes wrong with the driver initialization before we try and do any rendering. if(GLEW_OK != err) { fprintf(stderr,"Glew Error: %s\n",glewGetErrorString); return 1; } SetupRC(); glutMainLoop(); return 0; }

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  • How to do proper Alpha in XNA?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • F# and the useful infinite Sequence (I think)

    - by MarkPearl
    So I have seen a few posts done by other F# fans on solving project Euler problems. They looked really interesting and I thought with my limited knowledge of F# I would attempt a few and the first one I had a look at was problem 5. Which said : “2520 is the smallest number that can be divided by each of the numbers from 1 to 10 without any remainder. What is the smallest number that is evenly divisible by all of the numbers from 1 to 20?” So I jumped into coding it and straight away got stuck – the C# programmer in me wants to do a loop, starting at one and dividing every number by 1 to 20 to see if they all divide and once a match is found, there is your solution. Obviously not the most elegant way but a good old brute force approach. However I am pretty sure this would not be the F# way…. So after a bit of research I found the Sequences and how useful they were. Sequences seemed like the beginning of an approach to solve my problem. In my head I thought - create a sequence, and then start at the beginning of it and move through it till you find a value that is divisible by 1 to 20. Sounds reasonable? So the question is begged - how would you create a sequence that you are sure will be large enough to hold the solution to the problem? Well… You can’t know! Some more googling and I found what I would call infinite sequences – something that looks like this… let nums = 1 |> Seq.unfold (fun i -> Some (i, i + 1))   My interpretation of this would be as follows… create a sequence, and whenever it is called add 1 to its size (I would appreciate someone helping me on wording this right functionally). Something that I don’t understand fully yet is the forward pipe operator (|>) which I think plays a key role in this code. With this in hand I was able to code a basic optimized solution to this problem. I’m going to go over it some more before I post the full code just in case!

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  • How to get familiar with "what happens underneath of Java"?

    - by FidEliO
    I did not study CS nor IT. I just became a developer, now working with Java. Actually, since I now work with a big company writing high-scalable web applications, I think I need to be better with details. I have no understanding of what happens underneath of Java. Java Performance, Server-Side Java might be the buzz words?!! I am very poor with those more of low-level details but I do not know where to look honestly. I started looking for some keywords in Amazon, ended up reading books like "pragmatic programmer", "clean code", "code complete" which IMO they are not what I am looking for. Could you please give me some learning resources (books, articles, blog posts, online trainings) for this matter? I also read this post as well: Approaching Java/JVM internals But I think I need a pre-step before jumping into the OpenJDK, right?!

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  • Getting Started with Component Architecture: DI?

    - by ashes999
    I just moved away from MVC towards something more component-architecture-like. I have no concept of messages yet (it's rough prototype code), objects just get internal properties and values of other classes for now. That issue aside, it seems like this is turning into an aspect-oriented-programming challenge. I've noticed that all entities with, for example, a position component will have similar properties (get/set X/Y/Z, rotation, velocity). Is it a common practice, and/or good idea, to push these behind an interface and use dependency injection to inject a generic class (eg. PositionComponent) which already has all the boiler-plate code? (I'm sure the answer will affect the model I use for message/passing)

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  • Can emsripten compile down to Canvas-based Js instead of WebGL?

    - by Sebastian Scholle
    I understand that emscripten compiles down LLVM to JS and it converts OpenGL Calls to WebGL. Thats a fairly simple translation. Is there a way to tell emscripten to use some other graphics Library ( for example Pixi JS ) for its rendering code translations? Is the compiled JS code easy to update or would it be better to merge in your own Graphics API that handles WebGL/Canvas calls. IE: can we use a C++ Graphics Wrapper Library that when compiles to JS, will simply plug into our own JS Graphics Wrapper Library? Im assuming YES, but has anyone tried this? And if So, what would be your technique, as my C++ skills are basic.

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