Search Results

Search found 4246 results on 170 pages for 'corey white'.

Page 73/170 | < Previous Page | 69 70 71 72 73 74 75 76 77 78 79 80  | Next Page >

  • SEI Turns Software Architecture into a Game

    - by Bob Rhubart-Oracle
    "Architecture is the decisions that you wish you could get right early in a project." -- Ralph E. Johnson Unless you can see into the future, getting those decisions right comes down to a collection of hard choices. But the Software Engineering Institute (SEI) of Carnegie Mellon University has turned those hard choices into a game. Literally. According to the SEI website: The Hard Choices game is a simulation of the software development cycle meant to communicate the concepts of uncertainty, risk, options, and technical debt. In the quest to become market leader, players race to release a quality product to the marketplace. By the end of the game, everyone has experienced the implications of investing effort to gain an advantage or of paying a price to take shortcuts, as they employ design strategies in the face of uncertainty.   Check it out for yourself: Download the Hard Choices Board Game Download the companion white paper: The Hard Choices Game Explained

    Read the article

  • Unity won't load in Ubuntu 12.10

    - by Nigel
    I just upgraded Ubuntu last night to 12.10 from 12.04. When I rebooted like it asked, everything seemed fine, except one of my monitors had a white screen, and I could not use it. After some tweaking in the AMD Catalyst center, I got it to work, but now Unity wont load, and the bar up top wont load either. I am in suspicion that it a problem with Compiz, but might be completely wrong. Any tips on getting this to work? I am also kind of new at Linux, but I could open a terminal and get Opera open for web browsing, but it is really choppy and slow.

    Read the article

  • XNA - Use Mouse To Rotate & Arrow Keys To Scroll A Linearly Wrapped Texture:

    - by The Thing
    Using XNA I'm working on my first, relatively simple, videogame for the PC. At the moment my game window is 1024 X 768 and I have a 'Starfield' linearly wrapped background texture 1280 X 1280 in size whose origin has been set to its center point (width / 2, height / 2). This texture is drawn onscreen using (graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2) to place the origin in the center of the window. I want to be able to use the horizontal movement of the mouse to rotate my texture left or right and use the arrow keys to scroll the texture in four directions. From my own related coding experiments I have found that once I rotate the texture it no longer scrolls in the direction I want, it's as if somehow the XNA framework's 'sense of direction' has been 'rotated' along with the texture. As an example of what I've described above lets say I rotate the texture 45 degrees to the right, then pressing the up arrow key results in the texture scrolling diagonally from top-right to bottom-left. This is not what I want, regardless of the degree or direction of rotation I want my texture to scroll straight up, straight down, or to the left or right depending on which arrow key was pressed. How do I go about accomplishing this? Any help or guidance is appreciated. To finish up there are two points I'd like to clarify: [1] The reason I'm using linear wrapping on my starfield texture is that it gives a nice impression of an endless starfield. [2] Using a texture at least 1280 X 1280 in conjunction with a game window of 1024 X 768 means that at no point in it's rotation will the edges of the texture become visible. Thanks for reading..... Update # 1 - as requested by RCIX: The code below is what I was referring to earlier when I mentioned 'related coding experiments'. As you can see I am scrolling a linearly wrapped texture in the direction I've moved the mouse relative to the center of the screen. This works perfectly if I don't rotate the texture, but once I do rotate it the direction of the scrolling gets messed up for some reason. public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; int x; int y; float z = 250f; Texture2D Overlay; Texture2D RotatingBackground; Rectangle? sourceRectangle; Color color; float rotation; Vector2 ScreenCenter; Vector2 Origin; Vector2 scale; Vector2 Direction; SpriteEffects effects; float layerDepth; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; graphics.ApplyChanges(); Direction = Vector2.Zero; IsMouseVisible = true; ScreenCenter = new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2); Mouse.SetPosition((int)graphics.PreferredBackBufferWidth / 2, (int)graphics.PreferredBackBufferHeight / 2); sourceRectangle = null; color = Color.White; rotation = 0.0f; scale = new Vector2(1.0f, 1.0f); effects = SpriteEffects.None; layerDepth = 1.0f; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); Overlay = Content.Load<Texture2D>("Overlay"); RotatingBackground = Content.Load<Texture2D>("Background"); Origin = new Vector2((int)RotatingBackground.Width / 2, (int)RotatingBackground.Height / 2); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { float timePassed = (float)gameTime.ElapsedGameTime.TotalSeconds; MouseState ms = Mouse.GetState(); Vector2 MousePosition = new Vector2(ms.X, ms.Y); Direction = ScreenCenter - MousePosition; if (Direction != Vector2.Zero) { Direction.Normalize(); } x += (int)(Direction.X * z * timePassed); y += (int)(Direction.Y * z * timePassed); //No rotation = texture scrolls as intended, With rotation = texture no longer scrolls in the direction of the mouse. My update method needs to somehow compensate for this. //rotation += 0.01f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null); spriteBatch.Draw(RotatingBackground, ScreenCenter, new Rectangle(x, y, RotatingBackground.Width, RotatingBackground.Height), color, rotation, Origin, scale, effects, layerDepth); spriteBatch.Draw(Overlay, Vector2.Zero, Color.White); spriteBatch.End(); base.Draw(gameTime); } }

    Read the article

  • Having trouble with font on this blog?

    - by TechTwaddle
    Sometimes when I open this site on other PC’s the font of the posts turns out be very small and it can be a pain to read the text. Not sure if you’ve noticed the ‘Customize’ bar on top of the page, so I thought I’ll let know. This bar helps you customize the way you want the page to look and saves the settings for you so you don’t have to change it every time. You can change the font size and the main page positioning. The white arrow marks in the image above shows the settings I find convenient.

    Read the article

  • Do you think code is self documenting?

    - by Desolate Planet
    This is a question that was put to me many years ago as a gradute in a job interview and it's nagged at my brain now and again and I've never really found a good answer that satisfied me. The interviewer in question was looking for a black and white answer, there was no middle ground. I never got the chance to ask about the rationale behind the question, but I'm curious why that question would be put to a developer and what you would learn from a yes or no answer? From my own point of view, I can read Java, Python, Delphi etc, but if my manager comes up to me and asks me how far along in a project I am and I say "The code is 80% complete" (and before you start shooting me down, I've heard this uttered in a couple of offices by developers), how exactly is that self documenting? Apologies if this question seems strange, but I'd rather ask and get some opinions on it to gain a better understanding of why it would be put to someone in an interview.

    Read the article

  • Ubuntu (and any other linux os) not booting from cd or usb

    - by Amith
    I will tell you the whole story,one night when i was using KDE on Ubuntu 10.10 Kwin crashed then i shut down the os next day when i booted it the display came completely garbled and i went to safe graphics mode ,it worked and in reinstalled the Nvidia drivers and then restarted .Then immediatly, It said No init found Busybox XX.XX then I thought ill do a fresh install I inserted the ubuntu cd provided to me by Canonical.When i pressed 'try ubuntu without installing' instead of the graphic boot screen i saw.Ubuntu 10.10 in regular text and a progress bar few seconds after that the screen was flooded with error messages first alot of white then red.I then went to my win7 installation and saw a website which told me to find a Ext3 reader and format the ubuntu partition and the swap.I did that and when i restarted. GRUB configuration not found grub> Then it took my win 7 ERD and restored 7's bootloder Xp and 7 were working i put in the livecd again,Same error,Now usin my seven,Please help geeks,Ive even tried Knoppix,Fedora,Debiane.t.c they wont boot and i want to retain my win 7 and winxp partitions,I really miss linux.

    Read the article

  • Show path of a body of where it should go after linear impulse is applied

    - by Farooq Arshed
    I am making a game with Andengine and Box2D. I have a dynamic body and I apply linear impulse on the body to move it around when the user have touched the screen. Now I want to show the path where the body will go when the user have touched. If you have played Angry Birds or Basket Ball Shoot or any other which have projectile motion with a path shown you will get my point. I want to show the white dots which are shown in those games.

    Read the article

  • I cant acess my HDD

    - by user286283
    First of all, I'm a total Linux noob. I was running the latest version of Ubuntu but eventually I wasn't able to boot no more, the Ubuntu logo appeared and then it was only a blinking white bar indefinitely, without charging. Now, my problem is the following. I want to do a fresh install and I am trying to recover my latest files from the HDD using the Ubuntu live CD. I click on the HDD and obtain the following I honestly don't really know whats going on. Looking at disks I have this... Can anyone help me out? Cheers.

    Read the article

  • AABB - AABB Collision, which face do I hit?

    - by PeeS
    To allow my objects to slide when they collide, I need to : Know which face of the AABB they collide with. Calculate the normal to that face. Return the normal and calculate the impulse that to apply to the player's velocity. Question How can I calculate which face of the AABB I collided with, knowing that I have two AABB's colliding? One is the player and the other is a world object. Here's what that looks like (problem collision circled in white): Thank you for your help.

    Read the article

  • Hex Dump using LINQ (in 7 lines of code)

    Eric White has posted an interesting LINQ query on his blog that shows how to create a Hex Dump in something like 7 lines of code.Of course, this is not production grade code, but it's another good example that demonstrates the expressiveness of LINQ.Here is the code:byte[] ba = File.ReadAllBytes("test.xml");int bytesPerLine = 16;string hexDump = ba.Select((c, i) => new { Char = c, Chunk = i / bytesPerLine })    .GroupBy(c => c.Chunk)    .Select(g => g.Select(c...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.

    Read the article

  • Tips for building an AI for a 2D racing game

    - by declique
    I have a school project to build an AI for a 2D racing game in which it will compete with several other AIs (no collision). We are given a black and white bitmap image of the racing track, we are allowed to choose basic stats for our car (handling, acceleration, max speed and brakes) after we receive the map. The AI connects to the game's server and gives to it several times a second numbers for the current acceleration and steering. The language I chose is C++, by the way. The questions are: What is the best strategy or algorithm (since I want to try and win)? I currently have in mind some ideas found on the net and one or two of my own, but I would like before I start to code that my perspective is one of the best. What good books are there on that matter? What sites should I refer to?

    Read the article

  • What factors influence you to try out a new framework or tool?

    - by VirtuosiMedia
    I'm in the process of putting the final touches on an open-source framework that I hope to release in the next few months. It's something that I'd like to develop a community for and so I'm curious about what factors influence your decision to use a new framework or tool and why. Some of the specific things I'd like to know more about (feel free to add to this): Types of documentation/tutorials/instruction Community support (comments/forum) Updates (blog/social media/feeds) Look and feel of the project website design White papers/testimonials A big feature list Community size Tools Ability to contribute Project test coverage (stability/security) Level of buzz (recommended by friends or around the web) Convincing marketing copy Ideally, I'd like to have all of the above, but what specific features/qualities will carry greater weight in getting programmers to adopt something new? What says, 'This is a professional-grade project,' and what are red flags that keep you from trying it out?

    Read the article

  • Developing Functional Specifications based on the UML Model

    A few days ago I found this white paper I did around 2004 way before I started really blogging:The Process OverviewUse-case to Specifications is a processing using UML use-cases to identify user requirements and model systems to be able to properly define functionality. This document is intended to serve as an execution based walk-through of this process.As background: The Unified Modeling Language (UML) is a language for specifying, visualizing, constructing, and documenting the artifacts of software...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.

    Read the article

  • Numlock doesn't work after logging in

    - by Tobi
    I've a strange problem after upgrading to Ubuntu 11.10 The Numlock of my Apple Keyboard (white, wired) doesn't work anymore. Strange thing because it works with the guest account but not with my user account. I did change the lightdm.conf to get the numlock working for the login and it works, but nor in my user account. Even stranger, pushing zero effects a right click? I also tried different keyboard layouts, but it shows Numlock on (stuck on) but doesn't work. Any idea which config file stores information about this?

    Read the article

  • Generating Landed Cost Management Charges using Custom Pricing Attributes

    - by ChristineS-Oracle
    Learn how to incorporate Custom Pricing Attributes into Landed Cost Management through a new whitepaper.  The new application, Landed Cost Management (LCM), enables exact shipment charges to be applied to incoming receipts. These charges are calculated using the Freight and Special Charges functionality from Advanced Pricing within the Pricing Transaction Entity of “Purchasing”.Advanced Pricing is very flexible in that custom attributes can be defined to derive specific charges. The way that Landed Cost Management builds these attributes is different from the processing for Advanced Pricing with Purchasing.The whitepaper can be downloaded from document Oracle Advanced Pricing White Papers, Doc ID 136687.1.

    Read the article

  • PeopleTools Collateral Available

    - by Matthew Haavisto
    We've posted a lot of documentation including presentations, white/red papers, data sheets, and other useful collateral on Oracle.com, a public site.  If you are seeking detailed information on a particular topic, this is a good place to start.  It's a bit hard to find so I'm posting it here. This resource library contains collateral on general PeopleTools, user experience and interaction--including the PeopleSoft Interaction Hub, platforms, security, life-cycle management, reporting and analytics, integration, and accessibility.  There are also links to video feature overviews, viewlets, and appcasts, and the latest release information. There is much valuable information here, so if you need information about PeopleTools and related information, start here.

    Read the article

  • Do you accept counter offers when recruiting experienced programmers? [migrated]

    - by MathAttack
    It is VERY hard to find good experienced programmers. Generally if they're performing well, their employers don't want to let them go, and many don't have resumes, let alone resumes in circulation. Let's say you find one who for personal circumstances is available. And let's say you make them an offer that's fair within your salary structure. And let's say you get a modest counter. (5-10% of the total offer side) Do you accept the counter? Part of me says, "Programmers like this are so rare, why let a small sum get in the way of hiring them?" The other part says, "This precedent will set up an annual headache." Thoughts? I know it's not black and white.

    Read the article

  • Are there any tweaks for fixing the appearance of Eclipse Juno on ubuntu?

    - by agnul
    As we have previously established ;-) running Eclipse on ubuntu is a bit disappointing on the UI side. Things are even worse now that Juno is out. Are there any tweaks specific to Gtk3 and Juno that help make things better? The new UI maybe needs some getting used to, but I'm not convinced. Padding got much worse with all the extra (useless?) space between panes. The gradient on the toolbar looks ugly, the quick search looks like it needs some more polish, the buttons to switch perspectives maybe would look nicer without the quick search bar, tabs are waaay to big. Not sure the color scheme has been fixed since I'm running a modified theme for the sake of old 3.7 (the infamous white on black tooltips)

    Read the article

  • Ubuntu 14.04 Unity not functioning, no launcher

    - by user216962
    Yesterday I turned my computer to find that the launcher was missing. In addition, I could not using ctrl-alt-t would bring up a blank white screen. The only terminal could be found by clicking ctrl-alt-f1. I used ccsm to turn on Unity. Unity panel service was working. I installed tweak tool. I did all the troubleshooting I could find related to this subject. Nothing would work. I ultimately reinstalled Ubuntu 13.10. Also, I do not have an nvidia graphics card. I have an intel integrated graphics controller. Some of the troubleshooting I tried were found: Unity doesn't load, no Launcher, no Dash appears ubuntu 14.04 unity desktop without panel and launcher how to fix: no unity, no launcher no dash in ubuntu 14.04 http://ubuntuforums.org/showthread.php?t=2008891

    Read the article

  • Ubuntu Wubi Booting Problem

    - by D3s7
    i have a problem with my Ubuntu 12.04 Wubi installation, sometimes when booting, the computer will get to the purple screen without the Ubuntu logo, then will go to a black screen and then lots of white saccaged colors will appear and i will be taken to the login page. But sometimes, it just get stuck on the black screen and does nothing and i have to hard shutdown and retry it until it works. What may cause this problem and why? I can shutdown correctly. Thanks for helping. Edit: RADEON HD 7650M Graphic card with latest available Drivers on amd's driver download site (fglrx drivers caused shutdown problems so i removed them). Screen resolution is 1600x900.

    Read the article

  • Ubuntu 11.10 UI changed suddenly?

    - by VeeKay
    10 64 bit on a Dell laptop that has 6GB RAM and 1GB graphic card. All of a sudden there were some sudden changes in UI which I am unable to understand why. The unity panel was initially glassy and transparent, now it looks all black in its background. Likewise the alt+tab graphics was working well until it got changed suddenly and now shows icons on pure white background. I've not tried to install any themes and I've not tried to tweak anything. Why did this UI changes occur? Could it be that it is unable to detect the graphic card or something? How can I fix this and how can I get back the original desktop back? Please help..

    Read the article

  • WinXp display driver incorrect to boot iso ubuntu 12.04

    - by user285829
    I have Windows Xp on a HP Pavilion w/AMD Athlon 64 processor 3300+. I have downloaded Ubuntu 12.04 iso desktop. When trying to run Ubuntu, I get a line that says "sis 630 buss not detected. It continues and makes a blue screen, then says low graphics mode only and has a white screen. The HP has display adaptor sis 760, driver= 6.14.10.3671, 4/20/2005. I'm not familiar with ubuntu because I've never got it started as yet. Can the Ubuntu install process be changed to accept my sis 760 driver? I'm trying to make a Live CD(dvd) to run Ubuntu.

    Read the article

  • Efficient Way to Draw Grids in XNA

    - by sm81095
    So I am working on a game right now, using Monogame as my framework, and it has come time to render my world. My world is made up of a grid (think Terraria but top-down instead of from the side), and it has multiple layers of grids in a single world. Knowing how inefficient it is to call SpriteBatch.Draw() a lot of times, I tried to implement a system where the tile would only be drawn if it wasn't hidden by the layers above it. The problem is, I'm getting worse performance by checking if it's hidden than when I just let everything draw even if it's not visible. So my question is: how to I efficiently check if a tile is hidden to cut down on the draw() calls? Here is my draw code for a single layer, drawing floors, and then the tiles (which act like walls): public void Draw(GameTime gameTime) { int drawAmt = 0; int width = Tile.TILE_DIM; int startX = (int)_parent.XOffset; int startY = (int)_parent.YOffset; //Gets the starting tiles and the dimensions to draw tiles, so only onscreen tiles are drawn, allowing for the drawing of large worlds int tileDrawWidth = ((CIGame.Instance.Graphics.PreferredBackBufferWidth / width) + 4); int tileDrawHeight = ((CIGame.Instance.Graphics.PreferredBackBufferHeight / width) + 4); int tileStartX = (int)MathHelper.Clamp((-startX / width) - 2, 0, this.Width); int tileStartY = (int)MathHelper.Clamp((-startY / width) - 2, 0, this.Height); #region Draw Floors and Tiles CIGame.Instance.GraphicsDevice.SetRenderTarget(_worldTarget); CIGame.Instance.GraphicsDevice.Clear(Color.Black); CIGame.Instance.SpriteBatch.Begin(); //Draw floors for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layer above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } //Only draw if visible under the tile above it if (visible && this.GetTileAt(x, y).Opacity < 1.0f) { Texture2D tex = WorldTextureManager.GetFloorTexture((Floor)_floors[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Floor)_floors[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Floor)_floors[x, y]).Opacity); drawAmt++; } } } //Draw tiles for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layers above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } if (visible) { Texture2D tex = WorldTextureManager.GetTileTexture((Tile)_tiles[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Tile)_tiles[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Tile)_tiles[x, y]).Opacity); drawAmt++; } } } CIGame.Instance.SpriteBatch.End(); Console.WriteLine(drawAmt); CIGame.Instance.GraphicsDevice.SetRenderTarget(null); //TODO: Change to new rendertarget instead of null #endregion } So I was wondering if this is an efficient way, but I'm going about it wrongly, or if there is a different, more efficient way to check if the tiles are hidden. EDIT: For example of how much it affects performance: using a world with three layers, allowing everything to draw no matter what gives me 60FPS, but checking if its visible with all of the layers above it gives me only 20FPS, while checking only the layer immediately above it gives me a fluctuating FPS between 30 and 40FPS.

    Read the article

  • Marching squares: Finding multiple contours within one source field?

    - by TravisG
    Principally, this is a follow-up-question to a problem from a few weeks ago, even though this is about the algorithm in general without application to my actual problem. The algorithm basically searches through all lines in the picture, starting from the top left of it, until it finds a pixel that is a border. In pseudo-C++: int start = 0; for(int i=0; i<amount_of_pixels; ++i) { if(pixels[i] == border) { start = i; break; } } When it finds one, it starts the marching squares algorithm and finds the contour to whatever object the pixel belongs to. Let's say I have something like this: Where everything except the color white is a border. And have found the contour points of the first blob: For the general algorithm it's over. It found a contour and has done its job. How can I move on to the other two blobs to find their contours as well?

    Read the article

  • Styling ASP.NET MVC Error Messages

    - by MightyZot
    Originally posted on: http://geekswithblogs.net/MightyZot/archive/2013/11/11/styling-asp.net-mvc-error-messages.aspxOff the cuff, it may look like you’re stuck with the presentation of your error messages (model errors) in ASP.NET MVC. That’s not the case, though. You actually have quite a number of options with regard to styling those boogers. Like many of the helpers in MVC, the Html.ValidationMessageFor helper has multiple prototypes. One of those prototypes lets you pass a dictionary, or anonymous object, representing attribute values for the resulting markup. @Html.ValidationMessageFor( m => Model.Whatever, null, new { @class = “my-error” }) By passing the htmlAttributes parameter, which is the last parameter in the call to the prototype of Html.ValidationMessageFor shown above, I can style the resulting markup by associating styles to the my-error css class.  When you run your MVC project and view the source, you’ll notice that MVC adds the class field-validation-valid or field-validation-error to a span created by the helper. You could actually just style those classes instead of adding your own…it’s really up to you. Now, what if you wanted to move that error message around? Maybe you want to put that error message in a box or a callout. How do you do that? When I first started using MVC, it didn’t occur to me that the Html.ValidationMessageFor helper just spits out a little bit of markup. I wanted to put the error messages in boxes with white backgrounds, our site originally had a black background, and show a little nib on the side to make them look like callouts or conversation bubbles. Not realizing how much freedom there is in the styling and markup, and after reading someone else’s post, I created my own version of the ValidationMessageFor helper that took out the span and replaced it with divs. I styled the divs to produce the effect of a popup box and had a lot of trouble with sizing and such. That’s a really silly and unnecessary way to solve this problem. If you want to move your error messages around, all you have to do is move the helper. MVC doesn’t appear to care where you put it, which makes total sense when you think about it. Html.ValidationMessageFor is just spitting out a little markup using a little bit of reflection on the name you’re passing it. All you’ve got to do to style it the way you want it is to put it in whatever markup you desire. Take a look at this, for example… <div class=”my-anchor”>@Html.ValidationMessageFor( m => Model.Whatever )</div> @Html.TextBoxFor(m => Model.Whatever) Now, given that bit of HTML, consider the following CSS… <style> .my-anchor { position:relative; } .field-validation-error {    background-color:white;    border-radius:4px;    border: solid 1px #333;    display: block;    position: absolute;    top:0; right:0; left:0;    text-align:right; } </style> The my-anchor class establishes an anchor for the absolutely positioned error message. Now you can move the error message wherever you want it relative to the anchor. Using css3, there are some other tricks. For example, you can use the :not(:empty) selector to select the span and apply styles based upon whether or not the span has text in it. Keep it simple, though. Moving your elements around using absolute positioning may cause you issues on devices with screens smaller than your standard laptop or PC. While looking for something else recently, I saw someone asking how to style the output for Html.ValidationSummary.  Html.ValidationSummery is the helper that will spit out a list of property errors, general model errors, or both. Html.ValidationSummary spits out fairly simple markup as well, so you can use the techniques described above with it also. The resulting markup is a <ul><li></li></ul> unordered list of error messages that carries the class validation-summary-errors In the forum question, the user was asking how to hide the error summary when there are no errors. Their errors were in a red box and they didn’t want to show an empty red box when there aren’t any errors. Obviously, you can use the css3 selectors to apply different styles to the list when it’s empty and when it’s not empty; however, that’s not support in all browsers. Well, it just so happens that the unordered list carries the style validation-summary-valid when the list is empty. While the div rendered by the Html.ValidationSummary helper renders a visible div, containing one invisible listitem, you can always just style the whole div with “display:none” when the validation-summary-valid class is applied and make it visible when the validation-summary-errors class is applied. Or, if you don’t like that solution, which I like quite well, you can also check the model state for errors with something like this… int errors = ViewData.ModelState.Sum(ms => ms.Value.Errors.Count); That’ll give you a count of the errors that have been added to ModelState. You can check that and conditionally include markup in your page if you want to. The choice is yours. Obviously, doing most everything you can with styles increases the flexibility of the presentation of your solution, so I recommend going that route when you can. That picture of the fat guy jumping has nothing to do with the article. That’s just a picture of me on the roof and I thought it was funny. Doesn’t every post need a picture?

    Read the article

< Previous Page | 69 70 71 72 73 74 75 76 77 78 79 80  | Next Page >