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  • How to make my sprite jump properly?

    - by Matthew Morgan
    I'm currently working on a 2D platformer in XNA. I have, however been having some trouble with creating a fully functional jumping algorithm. This is what I have so far: if (keystate.IsKeyDown(Keys.W)) if (onGround = true) //"onground" is true when the collision between the main sprite and the ground is detected { spritePosition.Y = velocity.Y = -5; } So, the problem I am now having is that as soon as the jump starts the variable "onGround" = false and the sprite is brought back the ground by the simple gravity I have implemented. The other problem I have is creating a limit to the height after which the sprite should automatically return to the ground. Any advice or suggestions would be greatly appreciated.

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  • Make Sprite Jump Upon a Platform

    - by Geore Shg
    I have been struggling to make a game like Doodle Jump where the sprite jumps on a platform. So how do you make a sprite jump upon platforms in XNA? Th platforms are represented by a list of positions like Public platformList As List(Of Vector2) This is the collision detection under update() Dim mainSpriteRect As Rectangle = New Rectangle(CInt(mainSprite.Position.X), CInt(mainSprite.Position.Y), mainSprite.texture.Width, mainSprite.texture.Height) 'a node is simply a class with the texture and position' For Each _node As Node In _gameMap.nodeList Dim blockRect As Rectangle = New Rectangle(CInt(_node.Position.X), CInt(_node.Position.Y), _BlocksTexture.Width, _BlocksTexture.Height) If mainSpriteRect.Intersects(blockRect) Then 'what should I do here? For example velocity and position?' End If If (_node.Position.Y > 800) Then nodeList.Remove(_node) End If Next

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  • I am new to game development, what do I need to know? [closed]

    - by farmdve
    I am unsure if this question is a duplicate, I hope it isn't. Are there any resources on the terminology when doing game development? Because, even if you tell me to learn some graphics API, how would I understand the things it does, if I am not well into the terminology(voxel,mesh,polygon,shading). What about the math that is involved in the game(geometry) or the concept of the gravity,collision detection in the game and their respective maths? I am very bad at math, never was good, because I have ADHD, but I won't give up just yet. I look at a game, and I see "textures", but how am I walking on them, how do they take substance so I don't fall off of them? And depth? This is what I need information about, not just a link to a library like SDL(which I have compiled under MinGW and MinGW-W64) and tell me to learn it and the cliché answer "start simple/small". I hope the question(s) are not too vague.

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  • Synchronise graphics and logic code

    - by Skeith
    I have a procedural approach to the game loop that runs various classes. it looks like this: continue any in progress animations check for used input apply AI move things resolve events such as collisions draw it all to screen I have seen a lot of posts about how drawing should be running separately as fast as it can, possibly in another thread. My problem is that if the drawing runs as fast as it, can what happens if it tried to draw while I'm still applying the AI or resolving a collision? It could draw the wrong thing on screen. This seems to be a well established idea so there must be an explanation to this problem as I just cant get my head around it. The only solution I have is to update the screen so fast that any errors like that get refreshed before we see them but that sounds hacky. So how does this work / how would you implement it so that they are in sync but running at different speeds?

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  • "Unclutter" units in RTS game

    - by TravisG
    For intentional reasons, certain units in the game I'm currently programming don't have any collision detection and response among each other. This enables them to clutter right on top of each other. This is a wanted behavior, since there will be situations in the game when the player does want them to stack like that. However, I want to make the process of uncluttering them easy for the player, so that they just have to press a hotkey or click some button on the screen and have the units disperse just enough so it's easy to select a group of them with the mouse (if they stand on top of each other one mouseclick selects all units). How could I do this without running a brute force N^2 nearest neighbor search on all units?

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  • In a 2D tile-based game, how should NPCs and tiles reference each other?

    - by lezebulon
    I'm making a tile engine for 2D games (seen from the top). Basically the world is composed of a grid of tiles. Now I want to put for instance NPCs that can move on the map. What do you think is best: 1) each tile has a pointer to the NPC that is on its tile, or a NULL pointer 2) having a list of NPCs, and they have the coordinates of the tile they are on. 3) something else? 1) is faster for collision detection but it would use much more memory space and it is slower to find all NPCs in a map. 2) is the opposite. thanks

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  • Character coding / programming

    - by Jery
    Lately I tryed a few times to create characters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the world and certain items had a lot of bugs. So here is my question, how do you ussualy keep track of actions that your character is allowed to do, or more in general do you have some links / advices how to set up a char efficiantly? I´m working on a char right now, who should at least be able to run, jump, pick items up and use different fighting animations. Most ideas I came up with until now use some kind of action.priority / action.duration system to determain whats possible and what not, or a "action-manager" which defines for every action what is possible from that action on but it all doesnt work that well together.

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  • Repelling a rigidbody in the direction an object is rotating

    - by ndg
    Working in Unity, I have a game object which I rotate each frame, like so: void Update() { transform.Rotate(new Vector3(0, 1, 0) * speed * Time.deltaTime); } However, I'm running into problems when it comes to applying a force to rigidbodies that collide with this game objects sphere collider. The effect I'm hoping to achieve is that objects which touch the collider are thrown in roughly the same direction as the object is rotating. To do this, I've tried the following: Vector3 force = ((transform.localRotation * Vector3.forward) * 2000) * Time.deltaTime; collision.gameObject.rigidbody.AddForce(force, ForceMode.Impulse); Unfortunately this doesn't always match the rotation of the object. To debug the issue, I wrote a simple OnDrawGizmos script, which (strangely) appears to draw the line correctly oriented to the rotation. void OnDrawGizmos() { Vector3 pos = transform.position + ((transform.localRotation * Vector3.forward) * 2); Debug.DrawLine(transform.position, pos, Color.red); } You can see the result of the OnDrawGizmos function below: What am I doing wrong?

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  • Physics don't apply on a unique body AndEngine

    - by Kanga
    I am developing a game in AndEngine so far I managed to create everything I wanted for my sprite that was connected to a BoxBody. I was rotating it moving it everything was great. I wanted my collision detection to be more precise so I changed from boxBody to unique irregular shaped body. I found all the vertices and I just replaced the newly created irregular shaped body with the boxbody everywhere in my code. Not only that the image of the sprite is not in place but all the physics and maths I was doing for movement and physics wont work. Please help me :(. Thanks in advance.

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  • OutOfBounds Exception when creating a PolygonShape using jbox2d

    - by B3nGr33ni3r
    So here's the deal, i'm parsing a file that contains the vertices for a polygon, that i want to create in box2d. I create a new PolygonShape() and then call .set() giving it a defined array of Vec, and that defined array's .length property. I expected this to work, since the documentation for jbox2d says this method takes a Vec array, and the count of Vec objects in that array. However, it errors out, and it seems to be unrelated to my code. The error i get is Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 8 at org.jbox2d.collision.shapes.PolygonShape.set(PolygonShape.java:174) and, upon looking at that line in the jbox2d svn repository, i still cannot figure out the issue. Any help is appreciated!

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  • How to simulate objects floating on water without a physics engine?

    - by user1075940
    In my game the water movement is done in a shader using Gerstner equations. The water movement looks realistic enough for a school project but I encounter serious problem when I wanted to do sailing on waves (similar to this). I managed to do collision with land by calculating quad's vertices and normals beneath ship, however same method can not be applied to water because XZ are displaced and Y is calculated in a shader :( How to approach this problem ? Is it possible to retrieve transformed grid from shader? Unfortunately no external physics libraries can be used.

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  • The input doesn't recognize that I release the key?

    - by joapet99
    I'm creating a window (JOptionPane), in response to a collision. However, if the player is holding a key down when the window pops up, the input doesn't trigger a key release when the key is released. I don't think you can just check it with a isRelease function in the input, since the input is kind of corrupt. Can you help me? The way I check if the key is down: if(input.isKeyDown(Input.KEY_A)&& TestLevel.isFighting == false){ if(owner.canMoveLeft){ position.x -= speed * delta; } } I am not handling the key release by myself, but if I check if the key is down it should work. But it doesn't.

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  • Using 3rd Party JavaScript Plugins Hardwired With &lsquo;document.write&rsquo;

    - by ToStringTheory
    Introduction Have you ever had the need to implement a 3rd party JavaScript plugin, but your needs didn’t fit the model and usage defined by the API or documentation of the plugin?  Recently I ran into this issue when I was trying to implement a web snapshot plugin into our site.  To use their plugin, you had to include a script tag to the plugin on their server with an API key.  The second part of the usage was to include a <script> tag around a function call wherever you wanted a snapshot to appear. The Problem When trying to use the service, the images did not display.  I checked a couple of things and didn’t find anything wrong at first..  It wasn’t until I looked at the function that was called by the inline script did I find the issue – a call to the webservice, followed by a call to ‘document.write’ in its callback.  The solution in which I was trying to implement the plugin happened to be in response to an AJAX call after the document had completely loaded.  After the page has loaded, document.write does nothing. My first thought for a solution was to just cache the script from the service, and edit it do something like a return function or callback that I could use to edit the document from.  However, I quickly discovered that there is no way to cache the script from the service, as it had a hash in the function where it would call the server.  The hash was updated every few seconds/minutes, expiring old hashes.  This meant that I wouldn’t be able to edit the script and upload a new version to my server, as the script would not work after a few minutes from originally getting the script from the service. Solution The solution eluded me until I realized that this was JavaScript I was dealing with.  A language designed so that you could do just about anything to any library, function, or object…  At this point, the solution was simple – take control of the document.write function.  Using a buffer variable, and a simple function call, it is eerily simple to perform: //what would have been output to the document var buffer = ""; //store a reference to the real document.write var dw = document.write; //redefine document.write to store to our buffer document.write = function (str) {buffer += str;} //execute the function containing calls to document.write eval('{function encapsulated in <script></script> tags}'); //restore the original document.write function (just in case) document.write = dw; That’s it.  Instead of using the script tags where I wanted to include a snapshot, I called a function passing in the URL to the page I wanted a snapshot of.  After that last line of code, what would have been output to the document (or not in the case of the ajax call) was instead stored in buffer. Conclusion While the solution itself is simple, coming from a background much more footed in the .Net platform, I believe that this is a prime example of always keeping the language that you are working in in mind.  While this may seem obvious at first, as I KNEW I was in JavaScript, I never thought of taking control of the document.write function because I am more accustomed to the .Net world.  I can’t simply replace the functionality of Console.WriteLine.

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  • Targeting a vehicle with complex movement?

    - by e100
    Targeting a vehicle with known constant velocity is simple, and collision is guaranteed. Imprecise AI can be modeled by adding a small error factor. But how would one go about targeting a vehicle whose movements are more complex? Perhaps it's evading the AI or another game object. I've been thinking about how I'd do it myself in a FPS (in which bullets have finite speed) and think there might need to be at least couple of targeting modes based on the target's movement in the previous second or so: If it's near linear (peak acceleration in a certain range) target with the linear model If it's highly irregular (perhaps size of bounding box of recent positions could be used?) , target at an average For now I can assume 2d space, AI is stationary and projectile moves linearly.

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  • What reference point/ tutorial could I use to help me make a "Ball rolling" game in flash?

    - by user1798964
    I am a complete newbie to programming, only took high school Computer science so I kind of know what im doing, I just want to know how I can make a ball rolling game that I want to make, could anyone show me an example of a good "ball rolling game" that has good physics and everything, I have tried to use Box2D for the physics portion of the game, but I found that using that is just code and I can't figure out how to make the graphics and details of the world I want to make in my game, all I would like to do would have a game that has the collision detection and physics of box2d only apply to one ball in it and use the left and right keys to move it. sorry if I am too unclear, if anyone could show a tutorial or something to me on how to make a proper "Ball rolling" game that has good physics that would be appreciated, thank you for taking the time to read this

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  • Charakter coding / programming

    - by Jery
    lately I tryed a few times to create charakters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the world and certain items had a lot of bugs. So here is my question, how do you ussualy keep track of actions that your charakter is allowed to do, or more in general do you have some links / advices how to set up a char efficiantly? I´m working on a char right now, who should at least be able to run, jump, pick items up and use different fighting animations. Most ideas I came up with until now use some kind of action.priority / action.duration system to determain whats possible and what not, or a "action-manager" which defines for every action what is possible from that action on but it all doesnt work that well together =\ thx in advance for some input

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  • C++ game architecture

    - by rxc
    I'm trying to make a game, but I'm not sure of the best way to set up the main loop and classes. For really small games, I could put everything in the main() loop, including event handling, collision checking, etc. However, for large games, that's seems like a highly inefficient way to get things done. The architecture I want is kind like the way the Minecraft coders did it (I quote Minecraft code because I've seen the source code when downloading MCP). They have objects entity classes EntityCow and EntityChicken and they have methods like onDeath(), onLivingUpdate(); and item classes like ItemSword have methods like onItemUse(). I've never seen these methods get called directly, but apparently, they get stored in a class called DataWatcher, which, I think "watches" all the data (as the name implies) and calls the appropriate methods in the objects. Is that how most games do it? If so, how is the DataWatcher class implemented? Any help or alternate suggestions is really appreciated.

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  • Database Context and Singleton injection with IoC

    - by zaitsman
    All of the below relates to a ASP.NET c# app. I have a Singleton Settings MemoryCache that reads values from database on first access and caches these, then invalidates them using SQL Service Broker message and re-reads as required. For the purposes of standard controllers, i create my Db Context in a request scope. However, this obviously means that i can't use the same context in the Settings Cache class, since that is a singleton and we have a scope collision. At the moment, i ended up with two db contexts - the Controllers get it via IoC container, whereas a Singleton just creates it's own. However, i am not satisfied with this approach (mostly due to the way i feel about two contexts, the cache doesn't set anything on the db hence concurrency is not an issue as much). What is a better way to do it?

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  • Sound Delay With AVAudio Player

    - by Will Youmans
    I'm using the following code in my viewDidLoad to load a sound: NSURL * url = [NSURL fileURLWithPath: [NSString stringWithFormat:@"%@/Moto - Hit Sound.mp3", [[NSBundle mainBundle] resourcePath]]]; NSError * error; hitSoundPlayer = [[AVAudioPlayer alloc]initWithContentsOfURL:url error:&error]; hitSoundPlayer.numberOfLoops = 0; Then I'm using this in a void method to play the sound: if(CGRectIntersectsRect(main.frame, enemy1.frame)){ [hitSoundPlayer play]; } This does seem to work, however the first time the sound is played there is a lot of lag and the game stops temporarily. I'm using this same method for when in an IBAction and it works fine, it must be the fact that it's also detecting a collision that makes the sound lag. If I want to be able to play sounds quickly and on the spot without any sort of lag am I doing the right thing? Do I want to use another method? I'm not using any frameworks like cocos2d. If you need to see any more code just ask.

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  • XNA tempory pause

    - by Marivs
    I need to do a temporary pause. If I do a collision with an enemy I want to pause the game for 1.5 seconds. Take a look here to my code: bool tPause; float timer; public ovveride Update(GameTime gameTime) { if(!tPause) { //... if(enemy.rectangle.Intersects(player.rectangle)) { timer+=(float)gameTime.ElapsedGameTime.TotalMilliseconds; tPause=true; if(timer>1500) { tPause=false; timer=0; } } //... } } It doesn't function.

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  • Managing a file-based public maven repository

    - by Roland Ewald
    I am looking for an easy way to manage a public file-based Maven repository. While we are using the open-source version of Artifactory internally, we now want to put a file-based repository of our published artifacts (and their dependencies) on a separate machine that is publicly available. There are several ways how to do this, but none of them seems ideal: Use Maven Dependency plugin: if it is configured correctly and executed with the goal dependency:copy-dependencies for the release-module of our project, it creates a local repository structure that is fine, but this structure does not contain the meta-data.xml files, nor the hash-sums. Use Artifactory to export repo: AFAIK Artifactory only allows to export a repository as a whole. This would include the non-published modules from our project (which would then need to be deleted manually). Also, all dependencies are sitting in another repository, so this needs to be done twice, and many dependencies are not even required by a published artifact (only by artifacts that are still for internal use only). Nevertheless, this method would also include the meta-data.xml files and the hash-sums for all files. To set up an initial version of the repository, I used a mixture of both methods: I first created the Maven repository for all required dependencies via dependency:copy-dependencies and then wrote a script to cherry-pick the meta-data.xml files (etc.) from Artifactory. This is terribly cumbersome, isn't there a better way to solve this? Maybe there is another Maven 3 - plugin that I am unaware of, or some other command-line tool that does the job? I basically just need a simple way to create a Maven repository that contains all artifacts a given artifact depends on (and no more), and also contains all meta-data expected in a remote repository. Any ideas?

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  • OS X, Mercurial and MediaTemple problem

    - by bschaeffer
    I've installed Mercurial per MT's knowledge base file here. Working with it server side using ssh from my Mac works fine. I can initialize repositories and the like, but pulling from the server or pushing from my Mac produces an error I don't understand. Here's what I get when call hg push from my local installation (hash marks represent my server number): remote: Traceback (most recent call last): remote: File "/home/#####/users/.home/data/mercurial-1.5/hg", line 27, in ? remote: mercurial.dispatch.run() remote: File "/nfs/c05/h01/mnt/#####/data/mercurial-1.5/mercurial/dispatch.py", line 16, in run remote: sys.exit(dispatch(sys.argv[1:])) remote: File "/nfs/c05/h01/mnt/#####/data/mercurial-1.5/mercurial/dispatch.py", line 21, in dispatch remote: u = _ui.ui() remote: File "/nfs/c05/h01/mnt/#####/data/mercurial-1.5/mercurial/ui.py", line 38, in __init__ remote: for f in util.rcpath(): remote: File "/nfs/c05/h01/mnt/#####/data/mercurial-1.5/mercurial/util.py", line 1200, in rcpath remote: _rcpath = os_rcpath() remote: File "/nfs/c05/h01/mnt/#####/data/mercurial-1.5/mercurial/util.py", line 1174, in os_rcpath remote: path = system_rcpath() remote: File "/nfs/c05/h01/mnt/#####/data/mercurial-1.5/mercurial/posix.py", line 41, in system_rcpath remote: path.extend(rcfiles(os.path.dirname(sys.argv[0]) + remote: File "/nfs/c05/h01/mnt/#####/data/mercurial-1.5/mercurial/posix.py", line 30, in rcfiles remote: rcs.extend([os.path.join(rcdir, f) remote: File "/nfs/c05/h01/mnt/#####/data/mercurial-1.5/mercurial/demandimport.py", line 75, in __getattribute__ remote: self._load() remote: File "/nfs/c05/h01/mnt/#####/data/mercurial-1.5/mercurial/demandimport.py", line 47, in _load remote: mod = _origimport(head, globals, locals) remote: ImportError: No module named osutil abort: no suitable response from remote hg! Mercurial on my Mac is configured as follows [ui] username = John Smith editor = te -w remotecmd = ~/data/mercurial-1.5/hg My local single repo is configured as follows (hash marks represent my server number): [paths] default = ssh://mysite.com@s#####.gridserver.com/domains/mysite.com/html Mercurial on the server is configured with a just a username: [ui] username = John Smith The server .bash_profile is configured as follows (per the installation guide): # Aliases alias ls-a='ls -a -l' # Added this as suggested by the MediaTemple guide export PYTHONPATH=${HOME}/lib/python:$PYTHONPATH export PATH=${HOME}/bin:$PATH I understand this probably isn't a MediaTemple problem, but more likely an installation problem. I would really appreciate any assitance on this problem. Thanks in advance!

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  • c# How to Verify Signature, Loading PUBLIC KEY From PEM file?

    - by bbirtle
    I'm posting this in the hope it saves somebody else the hours I lost on this really stupid problem involving converting formats of public keys. If anybody sees a simpler solution or a problem, please let me know! The eCommerce system I'm using sends me some data along with a signature. They also give me their public key in .pem format. The .pem file looks like this: -----BEGIN PUBLIC KEY----- MIGfMA0GCSqGSIb3DQEBAQUAA4GNADCBiQKBgQDe+hkicNP7ROHUssGNtHwiT2Ew HFrSk/qwrcq8v5metRtTTFPE/nmzSkRnTs3GMpi57rBdxBBJW5W9cpNyGUh0jNXc VrOSClpD5Ri2hER/GcNrxVRP7RlWOqB1C03q4QYmwjHZ+zlM4OUhCCAtSWflB4wC Ka1g88CjFwRw/PB9kwIDAQAB -----END PUBLIC KEY----- Here's the magic code to turn the above into an "RSACryptoServiceProvider" which is capable of verifying the signature. Uses the BouncyCastle library, since .NET apparently (and appallingly cannot do it without some major headaches involving certificate files): RSACryptoServiceProvider thingee; using (var reader = File.OpenText(@"c:\pemfile.pem")) { var x = new PemReader(reader); var y = (RsaKeyParameters)x.ReadObject(); thingee = (RSACryptoServiceProvider)RSACryptoServiceProvider.Create(); var pa = new RSAParameters(); pa.Modulus = y.Modulus.ToByteArray(); pa.Exponent = y.Exponent.ToByteArray(); thingee.ImportParameters(pa); } And then the code to actually verify the signature: var signature = ... //reads from the packet sent by the eCommerce system var data = ... //reads from the packet sent by the eCommerce system var sha = new SHA1CryptoServiceProvider(); byte[] hash = sha.ComputeHash(Encoding.ASCII.GetBytes(data)); byte[] bSignature = Convert.FromBase64String(signature); ///Verify signature, FINALLY: var hasValidSig = thingee.VerifyHash(hash, CryptoConfig.MapNameToOID("SHA1"), bSignature);

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  • How to prevent duplicate records being inserted with SqlBulkCopy when there is no primary key

    - by kscott
    I receive a daily XML file that contains thousands of records, each being a business transaction that I need to store in an internal database for use in reporting and billing. I was under the impression that each day's file contained only unique records, but have discovered that my definition of unique is not exactly the same as the provider's. The current application that imports this data is a C#.Net 3.5 console application, it does so using SqlBulkCopy into a MS SQL Server 2008 database table where the columns exactly match the structure of the XML records. Each record has just over 100 fields, and there is no natural key in the data, or rather the fields I can come up with making sense as a composite key end up also having to allow nulls. Currently the table has several indexes, but no primary key. Basically the entire row needs to be unique. If one field is different, it is valid enough to be inserted. I looked at creating an MD5 hash of the entire row, inserting that into the database and using a constraint to prevent SqlBulkCopy from inserting the row,but I don't see how to get the MD5 Hash into the BulkCopy operation and I'm not sure if the whole operation would fail and roll back if any one record failed, or if it would continue. The file contains a very large number of records, going row by row in the XML, querying the database for a record that matches all fields, and then deciding to insert is really the only way I can see being able to do this. I was just hoping not to have to rewrite the application entirely, and the bulk copy operation is so much faster. Does anyone know of a way to use SqlBulkCopy while preventing duplicate rows, without a primary key? Or any suggestion for a different way to do this?

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  • jquery tab switching links so they jump to top of page?

    - by Evan
    I was given some great help by redsquare to get this far to change jquery tabs from links within the content, but I have one more issue that I'm looking for support on... When a user clicks a link to switch to a different tab from within the content, can i get the page to jump to the top of the page? Within my demo link, scroll to the bottom of the page to click the links and they switch tabs just perfectly, which you can confirm if you scroll up. So, I'm looking for the switch to also jump the user to the top of the page, so the user doesn't have to "scroll" to the top of the page to begin reading new content. Here's my demo: http://jsbin.com/etoku3/11 Existing code: <script type="text/javascript"> $(document).ready(function() { var $tabs = $("#container-1").tabs(); var changeTab = function(ev){ ev.preventDefault(); var tabIndex = this.hash.charAt(this.hash.length-1) -1; $tabs.tabs('select', tabIndex); }; $('a.tablink').click(changeTab); }); </script> Thank you so much! Evan

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