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  • Moving DataSets through BizTalk

    - by EltonStoneman
    [Source: http://geekswithblogs.net/EltonStoneman] Yuck. But sometimes you have to, so here are a couple of things to bear in mind: Schemas Point a codegen tool at a WCF endpoint which exposes a DataSet and it will generate an XSD which describes the DataSet like this: <xs:elementminOccurs="0"name="GetDataSetResult"nillable="true">  <xs:complexType>     <xs:annotation>       <xs:appinfo>         <ActualTypeName="DataSet"                     Namespace="http://schemas.datacontract.org/2004/07/System.Data"                     xmlns="http://schemas.microsoft.com/2003/10/Serialization/" />       </xs:appinfo>     </xs:annotation>     <xs:sequence>       <xs:elementref="xs:schema" />       <xs:any />     </xs:sequence>  </xs:complexType> </xs:element>  In a serialized instance, the element of type xs:schema contains a full schema which describes the structure of the DataSet – tables, columns etc. The second element, of type xs:any, contains the actual content of the DataSet, expressed as DiffGrams: <GetDataSetResult>  <xs:schemaid="NewDataSet"xmlns:xs="http://www.w3.org/2001/XMLSchema"xmlns=""xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">     <xs:elementname="NewDataSet"msdata:IsDataSet="true"msdata:UseCurrentLocale="true">       <xs:complexType>         <xs:choiceminOccurs="0"maxOccurs="unbounded">           <xs:elementname="Table1">             <xs:complexType>               <xs:sequence>                 <xs:elementname="Id"type="xs:string"minOccurs="0" />                 <xs:elementname="Name"type="xs:string"minOccurs="0" />                 <xs:elementname="Date"type="xs:string"minOccurs="0" />               </xs:sequence>             </xs:complexType>           </xs:element>         </xs:choice>       </xs:complexType>     </xs:element>  </xs:schema>  <diffgr:diffgramxmlns:diffgr="urn:schemas-microsoft-com:xml-diffgram-v1"xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">     <NewDataSetxmlns="">       <Table1diffgr:id="Table11"msdata:rowOrder="0"diffgr:hasChanges="inserted">         <Id>377fdf8d-cfd1-4975-a167-2ddb41265def</Id>         <Name>157bc287-f09b-435f-a81f-2a3b23aff8c4</Name>         <Date>a5d78d83-6c9a-46ca-8277-f2be8d4658bf</Date>       </Table1>     </NewDataSet>  </diffgr:diffgram> </GetDataSetResult> Put the XSD into a BizTalk schema and it will fail to compile, giving you error: The 'http://www.w3.org/2001/XMLSchema:schema' element is not declared. You should be able to work around that, but I've had no luck in BizTalk Server 2006 R2 – instead you can safely change that xs:schema element to be another xs:any type: <xs:elementminOccurs="0"name="GetDataSetResult"nillable="true">  <xs:complexType>     <xs:sequence>       <xs:any />       <xs:any />     </xs:sequence>  </xs:complexType> </xs:element>  (This snippet omits the annotation, but you can leave it in the schema). For an XML instance to pass validation through the schema, you'll also need to flag the any attributes so they can contain any namespace and skip validation:  <xs:elementminOccurs="0"name="GetDataSetResult"nillable="true">  <xs:complexType>     <xs:sequence>       <xs:anynamespace="##any"processContents="skip" />       <xs:anynamespace="##any"processContents="skip" />     </xs:sequence>  </xs:complexType> </xs:element>  You should now have a compiling schema which can be successfully tested against a serialised DataSet. Transforms If you're mapping a DataSet element between schemas, you'll need to use the Mass Copy Functoid to populate the target node from the contents of both the xs:any type elements on the source node: This should give you a compiled map which you can test against a serialized instance. And if you have a .NET consumer on the other side of the mapped BizTalk output, it will correctly deserialize the response into a DataSet.

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  • Moving a body in a specific direction using XNA with Farseer Physics

    - by Code Assasssin
    I have a custom polygon attached to a body, which looks like this: What I am trying to accomplish is getting the body to move according to wherever the tip of the body is. So far this is what I've tried: if (ks.IsKeyDown(Keys.Up)) { body.ApplyForce(new Vector2(0, -20),body.GetLocalPoint(new Vector2(0,0))); } if (ks.IsKeyDown(Keys.Left)) { body.ApplyTorque(-500); } if (ks.IsKeyDown(Keys.Right)) { body.ApplyTorque(500); } The body rotates fine - but when I try making the body accelerate according to the tip of the body - assuming I have specified the tip correctly(I am pretty sure I haven't), it just spins around, as if I have applied Torque to it. Can anyone point me in the right direction of how to fix this problem?

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  • Moving player in direciton camera is facing

    - by Samurai Fox
    I have a 3rd person camera which can rotate around the player. My problem is that wherever camera is facing, players forward is always the same direction. For example when camera is facing the right side of the player, when I press button to move forward, I want player to turn to the left and make that the "new forward". My camera script so far: using UnityEngine; using System.Collections; public class PlayerScript : MonoBehaviour { public float RotateSpeed = 150, MoveSpeed = 50; float DeltaTime; void Update() { DeltaTime = Time.deltaTime; transform.Rotate(0, Input.GetAxis("LeftX") * RotateSpeed * DeltaTime, 0); transform.Translate(0, 0, -Input.GetAxis("LeftY") * MoveSpeed * DeltaTime); } } public class CameraScript : MonoBehaviour { public GameObject Target; public float RotateSpeed = 170, FollowDistance = 20, FollowHeight = 10; float RotateSpeedPerTime, DesiredRotationAngle, DesiredHeight, CurrentRotationAngle, CurrentHeight, Yaw, Pitch; Quaternion CurrentRotation; void LateUpdate() { RotateSpeedPerTime = RotateSpeed * Time.deltaTime; DesiredRotationAngle = Target.transform.eulerAngles.y; DesiredHeight = Target.transform.position.y + FollowHeight; CurrentRotationAngle = transform.eulerAngles.y; CurrentHeight = transform.position.y; CurrentRotationAngle = Mathf.LerpAngle(CurrentRotationAngle, DesiredRotationAngle, 0); CurrentHeight = Mathf.Lerp(CurrentHeight, DesiredHeight, 0); CurrentRotation = Quaternion.Euler(0, CurrentRotationAngle, 0); transform.position = Target.transform.position; transform.position -= CurrentRotation * Vector3.forward * FollowDistance; transform.position = new Vector3(transform.position.x, CurrentHeight, transform.position.z); Yaw = Input.GetAxis("Right Horizontal") * RotateSpeedPerTime; Pitch = Input.GetAxis("Right Vertical") * RotateSpeedPerTime; transform.Translate(new Vector3(Yaw, -Pitch, 0)); transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z); transform.LookAt(Target.transform); } }

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  • Moving from Silverlight 4 Beta to RC - Part 1

    The other day I had finished up my Task-It Webinar, written a few blog posts, and knew the time had come to move from my Silverlight 4 Beta environment up to the latest RC (release candidate) bits that were released last Monday. What disappointed me when I went to the Silverlight 4 Information Page is that it told me what to install, but not what to uninstall first. Uninstalling I'm not entirely sure if I had to uninstall anything, or if installing the new stuff would just work, but in poking around the web I found posts stating that you must uninstall the following items first. Unfortunately I'm going by memory here and have not been able to find my way back to the magic page I found in the myriad of posts that I went through: Microsoft VisualStudio Beta 2 Microsoft .NET Framework 4 Extended (apparently this must be done *before* the next one) Microsoft .NET Framework Client Profile Microsoft Silverlight 4 Tools for Visual Studio 2010 WCF RIA Services Preview for Visual Studio 2010 While I was at it, I removed a bunch of other stuff, like Blend 3, Blend 4, the SDK's associated with them, and a bunch other stuff that was old. Of course, I didn't really want/need to keep any Silverlight 3 stuff around as I am developing Task-It in Silverlight 4. If I need a Silverlight 3 environment at some point I'll set it up in a virtual environment. NOTE: One thing that I did not uninstall is the Microsoft Silverlight 4 Toolkit November 2009. The reason is that they have not released the March version yet, so if you uninstall this, youll end up having to reinstall it. Installing OK, now that I had all of that old stuff off my machine, now it was time to get the new stuff. For this part I liked Tim Heuer's post, A Guide to What has Changed in Silverlight 4 RC better than the Silverlight 4 Information Page. VisualStudio 2010 RC - I installed Ultimate, but you may not need that version. No harm, it's free for now anyway. I downloaded the .exe and the 3 .rar files, then ran the .exe. I then extracted the contents of the ISO (using WinZip) to a new directory, and now had Setup.exe, a bunch of .cab files and some other assorted stuff. I simply ran Setup.exe and chose custom install (only because I wanted to uncheck Visual C++...I don't really have a need for that) Silverlight 4 Tools for Visual Studio 2010 - As mentioned in Tim's blog post, this installs this installs Silverlight developer runtime, SDK, tools, and this installs Silverlight developer runtime, SDK, tools, and WCF RIA Services. WCF RIA Services Toolkit March 2010 - I'm not sure if/when I'll need any of this stuff, but no harm in installing it anyway. Expression Blend 4 beta - Only if you plan to use Blend, which I do. Windows Phone Developer Tools - Only if you are interested in playing with Windows Phone 7 development. Wrap Up Hopefully I got those steps right. If anyone finds anything I've missed, please just add a comment to this post and I'll update it accordingly.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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  • Collisions between moving ball and polygons

    - by miguelSantirso
    I know this is a very typical problem and that there area a lot of similar questions, but I have been looking for a while and I have not found anything that fits what I want. I am developing a 2D game in which I need to perform collisions between a ball and simple polygons. The polygons are defined as an array of vertices. I have implemented the collisions with the bounding boxes of the polygons (that was easy) and I need to refine that collision in the cases where the ball collides with the bounding box. The ball can move quite fast and the polygons are not too big so I need to perform continuous collisions. I am looking for a method that allows me to detect if the ball collides with a polygon and, at the same time, calculate the new direction for the ball after bouncing in the polygon. (I am using XNA, in case that helps)

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  • Solo .NET Programmer moving to a team

    - by 219558af-62fa-411d-b24c-d08dab
    I've been a solo .NET programmer for a small startup for the last 8 years. I've put together some pretty decent software, and I always strived to better myself and conform to best practices, including source control (SVN/TFS). I worked very closely with a team of engineers of other disciplines, but when it came down to the software I was the only one programming. I love the craft of programming and love learning new things to sharpen my tools. In 2 weeks I will be starting a new job in a team of 20 .NET developers. My position will be mid-level, and I will be working under some programmers with incredibly impressive backgrounds. Again, the team aspect of development will be new to me, so I'm looking for some general "new guy" tips that will help me be as effective and easy to get along with as possible from the get-go. Anything goes, including high level tips, and small day-to-day things about communication. Thanks for any and all input!

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  • Problems with moving 2D circle/box collision detection

    - by dario3004
    This is my first game ever and I'm a newbie in computer physics. I've got this code for the collision detection and it works fine for BOTTOM and TOP collision.It miss the collision detection with the paddle's edge and angles so I've (roughly) tried to implement it. Main method that is called for bouncing, it checks if it bounce with wall, or with top (+ right/left side) or with bottom (+ right/left side): protected void handleBounces(float px, float py) { handleWallBounce(px, py); if(mBall.y < getHeight()/4){ if (handleRedFastBounce(mRed, px, py)) return; if (handleRightSideBounce(mRed,px,py)) return; if (handleLeftSideBounce(mRed,px,py)) return; } if(mBall.y > getHeight()/4 * 3){ if (handleBlueFastBounce(mBlue, px, py)) return; if (handleRightSideBounce(mBlue,px,py)) return; if (handleLeftSideBounce(mBlue,px,py)) return; } } This is the code for the BOTTOM bounce: protected boolean handleRedFastBounce(Paddle paddle, float px, float py) { if (mBall.goingUp() == false) return false; // next position tx = mBall.x; ty = mBall.y - mBall.getRadius(); // actual position ptx = px; pty = py - mBall.getRadius(); dyp = ty - paddle.getBottom(); xc = tx + (tx - ptx) * dyp / (ty - pty); if ((ty < paddle.getBottom() && pty > paddle.getBottom() && xc > paddle.getLeft() && xc < paddle.getRight())) { mBall.x = xc; mBall.y = paddle.getBottom() + mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } else return false; } As long as I understood it should be something like this: So I tried to make the "left side" and "right side" bounce method: protected boolean handleLeftSideBounce(Paddle paddle, float px, float py){ // next position tx = mBall.x + mBall.getRadius(); ty = mBall.y; // actual position ptx = px + mBall.getRadius(); pty = py; dyp = tx - paddle.getLeft(); yc = ty + (pty - ty) * dyp / (ptx - tx); if (ptx < paddle.getLeft() && tx > paddle.getLeft()){ System.out.println("left side bounce1"); System.out.println("yc: " + yc + "top: " + paddle.getTop() + " bottom: " + paddle.getBottom()); if (yc > paddle.getTop() && yc < paddle.getBottom()){ System.out.println("left side bounce2"); mBall.y = yc; mBall.x = paddle.getLeft() - mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } } return false; } I think I'm quite near to the solution but I'm having big troubles with the new "yc" formula. I tried so many versions of it but since I don't know the theory behind it I can't adjust for the Y axis. Since the Y axis is inverted I even tried this: yc = ty - (pty - ty) * dyp / (ptx - tx); I tried Googling it but I can't seem to find a solution for it. Also this method fails when ball touches the angle and I don't think is a nice way because it just test "one" point of the ball and probably there will be many cases in which the ball won't bounce.

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  • Moving a Cube from a GUI texture on iOS [on hold]

    - by London2423
    I really hope someone can help me in this since I am working already two days but without any result. What I' am trying to achieve in this instance is to move a GameObject when a GUI Texture is touch on a Iphone. The GameObject to be moved is named Cube. The Cube has a Script named "Left" that supposedly when is "call it " from the GUITexture the Cube should move left. I hope is clear: I want to "activated" the script in the Game Object from the Guitexture. I try to use send message but without any joy as well so I am using GetComponent. This is the script "inside" the GUITexture using Unity and C# //script inside the gameobject cube so it can move left when call it from the GUItexture void Awake() { left = Cube.GetComponent<Left>().enable = true; } void Start() { Cube = GameObject.Find ("Cube"); } void Update () { //loop through all the touches on the screeen for(int i = 0 ; i < Input.touchCount; i++) { //execute this code for current touch (i) on the screen if(this.guiTexture.HitTest(Input.GetTouch(i).position)) { //if current hits our guiTecture, run this code if(Input.GetTouch (i).phase == TouchPhase.Began) //move the cube object Cube.GetComponent<Left> (); } if(Input.GetTouch (i).phase == TouchPhase.Ended) { return; } if(Input.GetTouch(i).phase == TouchPhase.Stationary); //if current finger is stationary run this code { Cube.GetComponent<Left> (); } } } } } This is the script inside the GameObject named "Cube" that is activated from the Gui Texture and when is activated from the GUITexture should allow the cube to move left public class Left : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void OnMousedown () { transform.position += Vector3.left * Time.deltaTime; } } Before write here I search all documentation, tutorial videos, forums but I still don't understand where is my mistake. May please someone help me Thanks CL

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  • Moving from one DNS provider to another

    - by Senthil Kumaran
    I had registered with a particular DNS provider X and I have been unhappy with their services and now when the time for renewal came, I did not renew and I let it expire. I am hoping that once it is expired from this provider, I would be able to sign up for the same domain name from an alternative provider which I have tested and I am satisfied. What kind of precautions should I take? The domain name is not a critical one, it is of a NGO and we prefer to own it again without any change in the name. The information given by the expiry notice says Domains can be renewed between 90 days before and 14 days after the expiry date. If domains are not renewed they will be removed from the account and set for deletion. Should I wait for time till gets deleted at their end so that I can sign up for the same from another provider?

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  • Some files not copied when moving an encrypted home to a different partition

    - by Jon Herrin
    I have "successfully" moved my encrypted home to a separate partition using the instructions here: How can i move an encrypted home directory to another partition? However, some files are not being copied over. Most notably, I have a directory in my old home that contains the themes I use. This directory and it's contents are not copied over to the new home and therefore I come up with the default theme. Permissions on the directory that was not moved are identical to the other directories in home. Another discrepancy is that my Dropbox folder came over empty and had to resync itself. My concern is what else might be missing from the copied home. At this point, I've flipped back to the old home by re-editing /etc/fstab, but I'd really like to get /home cleanly and completely off of root without having to core the system.

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  • Solo .NET Programmer moving to a team

    - by 219558af-62fa-411d-b24c-d08dab
    I've been a solo .NET programmer for a small startup for the last 8 years. I've put together some pretty decent software, and I always strived to better myself and conform to best practices, including source control (SVN/TFS). I worked very closely with a team of engineers of other disciplines, but when it came down to the software I was the only one programming. I love the craft of programming and love learning new things to sharpen my tools. In 2 weeks I will be starting a new job in a team of 20 .NET developers. My position will be mid-level, and I will be working under some programmers with incredibly impressive backgrounds. Again, the team aspect of development will be new to me, so I'm looking for some general "new guy" tips that will help me be as effective and easy to get along with as possible from the get-go. Anything goes, including high level tips, and small day-to-day things about communication.

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  • Moving from XNA/C# to DirectX/C++ quite confused

    - by misiMe
    I made some game with XNA/C# for Windows Phone and Windows 8, since XNA is dead and Visual studio doesn't support it (I have to target Windows Phone 7.1 to build with XNA), I want to start learning something more "consistent in time" and improve my skills. I'm a little confused about the possibilities, because C++/DirectX alone seems difficult, so I found some high-level classes to help: DirectX Toolkit Cocos2D My questions are: What will happen when they will "die" like XNA? Is C++'s approces more "professional" than C#/XNA and why? Is C++'s approces more "portable"? Is C++'s approces more resistant in terms of time? Is there any consideration about DirectX TK and Cocos2D in terms of performance? I ask that because I found that every Game software house in my country looks for skilled C++ programmers.

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  • Moving My Blog

    - by Hirt
    Oracle has, unfortunately, moved to a new blogging platform. For security reasons, it is no longer possible to use external tools, such as Windows Live Writer. Since this makes it too time consuming for me to blog, I've decided to only use my private blog, even for work related blog entries. This is where you can find my blog entries, from now on:http://hirt.se/blog/ Note that it is hosted on the poor server in my garage, hooked up to an ADSL-modem. It will probably be dog slow. Sorry for that.

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  • Player sprite moving slower on iPhone 4

    - by nvillec
    I just finished getting movement/jump animation for a player sprite in Xcode using Cocos2D. The basic movement algorithm is a timer that updates every 0.01 sec, changing the sprite position to (sprite.position.x + xVel, sprite.position.y + yVel). Each time a movement button is tapped, the appropriate velocity (initialized to 0) is changed to whatever speed I choose, then a stop movement button returns the velocity to 0. It's not an ideal solution but I'm very new at this and stoked to at least have that working with little help from the internet. So I may not have explained that perfectly, but it is in fact working to my satisfaction in Xcode's iPhone Simulator, however when I build it for my device and run it on my phone, the sprite's movement speed is noticeably slower than in Xcode. At first I thought it must have to do with the resolution of the iPhone 4, making the sprite's movement path twice as long, but I found that if I pull up the multitask bar, then return to the app the speed will sometimes jump back to normal. My second theory was that the code is just inefficient and is bogging the processes down, but I would see this reflected in the frame rate wouldn't I? It stays at 59-60 the whole time, and the spritesheet animation runs at the correct speed. Has anyone experienced this? Is this a really obvious issue that I'm completely missing? Any help (or tips for optimizing my approach to movement) would be much appreciated!

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  • SSIS 2012 Moving and Resizing

    - by andyleonard
    Occasionally someone will email or post a comment about how all MVPs are Microsoft shills. I’m sure I enjoy those comments about as much as the Developer Teams at Microsoft. Let me start by saying that’s simply not true. In fact, it is completely off the mark – at least when it comes to the MVPs I know and with whom I interact. If anything, we are Microsoft’s harshest critics. Just last week, I sent someone at Microsoft an email with the following complaint (paraphrased): I do not like chasing down...(read more)

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  • Cocos2d: Moving background on update: offsett issue

    - by mm24
    working with Objective C, iOS and Cocos2d I am developing a vertical scrolling shooter game for iPhone (retina display models with 640 width x 960 height pixel resolution). My basic algorithm works as following: I create two instances of an image that has exactly 640 width x 960 height pixel of resolution, which we will call imageA and imageB I then set the two imags with exactly 480.0f of offset from each other, as the screenSize of a CCScene is set by default to 480.0f. At each update method call I move the two images by the same value. I make sure that their offsett stays to 480.0f However when running the game I see a 1 pixel height line between the two images. This literally bugs me and would like to adjust this. What am I doing wrong? This is a zoom in on the background when the "offsett line" is visible. The white line you can see divides the two background images and is not meant to exist as both images are completely black :): If I change the yPositionOfSecondElement value to 479.0f until the first loop the two images overlap correctly, but as soon as the loop starts the two images starts having an offsett of -1.0f. Here is the initialization code: -(void) init { //... screenHeight = 480.0f; yPositionOfSecondElement= screenHeight;//I tried subtracting an offsett of -1 but eventually the image would go wrong again yPositionOfFirstElement = 0.0f; loopedBackgroundImageInstanceA = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceA.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceA.position = CGPointMake(160.0f, yPositionOfFirstElement); [node addChild:loopedBackgroundImageInstanceA z:zLevelBackground]; //loopedBackgroundImageInstanceA.color= ccRED; loopedBackgroundImageInstanceB = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceB.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceB.position = CGPointMake(160.0f, yPositionOfSecondElement); [node addChild:loopedBackgroundImageInstanceB z:zLevelBackground]; //.... } And here is the move code called at each update: -(void) moveBackgroundSprites:(BackgroundLoopedImage*)imageA :(BackgroundLoopedImage*)imageB :(ccTime)delta { isEligibleToMove=false; //This is done to avoid rounding errors float yStep = delta * [GameController sharedGameController].currentBackgroundSpeed; NSString* formattedNumber = [NSString stringWithFormat:@"%.02f", yStep]; yStep = atof([formattedNumber UTF8String]); //First should adjust position of images [self adjustPosition:imageA :imageB]; //The can get the actual image position CGPoint posA = imageA.position; CGPoint posB = imageB.position; //Here could verify if the checksum is equal to the required difference (should be 479.0f) if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply A"); } //At this stage can compute the hypotetical new position CGPoint newPosA = CGPointMake(posA.x, posA.y - yStep); CGPoint newPosB = CGPointMake(posB.x, posB.y - yStep); // Reposition stripes when they're out of bounds if (newPosA.y <= -yPositionOfSecondElement) { newPosA.y = yPositionOfSecondElement; [imageA shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } else if (newPosB.y <= -yPositionOfSecondElement) { newPosB.y = yPositionOfSecondElement; [imageB shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } //Here should verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply B"); } imageA.position = newPosA; imageB.position = newPosB; //Here could verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply C"); } isEligibleToMove=true; } -(BOOL) verifyCheckSum:(CGPoint)posA :(CGPoint)posB { BOOL comply = false; float sum = 0.0f; if (posA.y > posB.y) { sum = posA.y - posB.y; } else if (posB.y > posA.y){ sum = posB.y - posA.y; } else{ return false; } if (sum!=yPositionOfSecondElement) { comply= false; } else{ comply=true; } return comply; } And here is what happens on the update: if(shouldMoveImageA && shouldMoveImageB) { if (isEligibleToMove) { [self moveBackgroundSprites:loopedBackgroundImageInstanceA :loopedBackgroundImageInstanceB :delta]; } Forget about shouldMoveImageA and shouldMoveImageB, this is just for when the background reaches the end of level, this works.

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  • Moving from C# to Java [closed]

    - by Mike
    I worked over 5 years as C# software developer, but last time I often think, should I learn Java platform (especially Java EE)? On job sites I see that there are much more Java jobs than .NET (financial, corporate sector) and Java salaries 20-25% higher than C#. But on the opposite side I see that job count trend for C# is growing last 7 years, but Java job trend is nearly constant. Is this fact a sign that soon situation will change and C# job became more profitable? I will be grateful for any advice or your opinion! Thank you.

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  • Webcast: Moving Client/Server and .NET Applications to Windows Azure Cloud

    - by Webgui
    The Cloud and SaaS models are changing the face of enterprise IT in terms of economics, scalability and accessibility . Visual WebGui Instant CloudMove transforms your Client / Server application code to run natively as .NET on Windows Azure and enables your Azure Client / Server application to have a secured-by-design plain Web or Mobile browser based accessibility. Itzik Spitzen VP of R&D, Gizmox will present a webcast on Microsoft Academy on Tuesday 8 March at 8am (USA Pacific Time) explaining how VWG bridges the gap between Client/Server applications’ richness, performance, security and ease of development and the Cloud’s economics & scalability. He will then introduce the unique migration and modernization tools which empower customers like Advanced Telemetry, Communitech, and others, to transform their existing Client/Server business application to a native Web Applications (Rich ASP.NET) and then deploy it on Windows Azure which allows accessibility from any browser (or mobile if desired by the customer). Registration page on Microsoft Academy: https://www.eventbuilder.com/microsoft/event_desc.asp?p_event=1u19p08y

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  • Moving Ubuntu to a new hdd

    - by jaurisan
    I have a 300gb hdd which I am currently using on my older PC. Now I want to have a copy of those 300GB into a new 1TB hdd (installed in a new computer). My "problem" is that the 1TB hdd already has a 50GB partition with a Win XP (the rest of the space is not partitioned). The 300GB disk has a 240GB partition for Ubuntu, and the rest is a FAT partition which I don't care if it gets copied or not to the new disk. So how can I transfer the entire Ubuntu to the new hard disk and still being able to boot the XP? Is there a way or tool that can help me do over LAN? So I wont have to take out the hdd from the new pc and put it in the older to do the copy.

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  • Images not indexed by google since moving to cdn

    - by dfunkydog
    Last week I moved all the images on coffeeandvanilla.com to a cdn( maxcdn.coffeeandvanilla.com ). The problem I'm having is that although the sitemap—generated by yoast wordpress seo plugin—points images to the correct location, google only indexes[sic] images from the category and page site maps but 0 images from the posts sitemap( see screenshot https://dl.dropbox.com/u/4635252/sitemap.png ) This website has been doing quite well with google image-search before the change, visits from google image search have dropped from ~200/day to 11 yesterday Here is an example entry from the generated posts.xml sitemap http://pastebin.com/vcMRf9VW Can anyone suggest where the problem lies? Why have I lost all my google image juice? Should I just wait some more, how long before really worrying?

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  • Stock Analysis and Moving Average with PowerPivot

    - by Marco Russo (SQLBI)
    One week ago Alberto Ferrari wrote a post about how to do working days calculation in PowerPivot . You might think this is necessary only for accounting department or something like that… but in reality the same techniques are really useful to implement calculations that might be useful when you want to implement some stock analysis using PowerPivot and Excel! As you might know, in PowerPivot it is important having a Dates table containing all the days, without exceptions. But when you manage stock...(read more)

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  • Moving all UI logic to Client Side?

    - by Mag20
    Our team originally consisted of mostly server side developers with minimum expertise in Javascript. In ASP.NET we used to write a lot of UI logic in code-behind or more recently through controllers in MVC. A little while ago 2 high level client side developers joined our team. They can do in HTMl/CSS/Javascript pretty much anything that we could previously do with server-side code and server-side web controls: Show/hide controls Do validation Control AJAX refreshing So I started to think that maybe it would be more efficient to just create a high level API around our business logic, kinda like Amazon Fulfillment API: http://docs.amazonwebservices.com/fws/latest/APIReference/, so that client side developers would fully take over the UI, while server side developers would only concentrate on business logic. So for ordering system you would have a high level API like: OrderService.asmx CreateOrderResponse CreateOrder(CreateOrderRequest) AddOrderItem AddPayment - SubmitPayment - GetOrderByID FindOrdersByCriteria ... There would be JSON/REST access to API, so it would be easy to consume from client-side UI. We could use this API for both internal UI development and also for 3-rd parties to create their own applications. With advances in Javascript and availability of good client side developers, is it a good time to get rid of code-behind/controllers and just concentrate on developing high level APIs (ala Amazon) that client side developers can consume?

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  • Moving one site in Webmaster Tools to more than one site [closed]

    - by Towhid
    Possible Duplicate: How should I structure my urls for both SEO and localization? I have a Question and Answer site about immigration. now I divided it into 2 sites: mysite.co.uk about immigration to UK mysite.com with sub domains for every country, Like: australia.mysite.com , sweden.mysite.com , ... now I had moved All the content from my first site into .co.uk and .com site and it's sub domains to fill theme. I now that Google will detect my new 2 sites as duplicate of first on and it is very bad for SEO. and I don't think Google webmaster tools has a tool for it. so Please Guide me how to fix this problem.

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  • Moving 2d camera in the y direction

    - by Alex
    I'm developing a simple game for the iphone and am struggling to work out the best way for the camera to follow the main character. The following picture hightlights the three main components: There are 3 components to this: Circle - the main character Green line - terrain Black background The terrain is simply made from an array of points (approx 20 points per screen width). The terrain is moved in the x direction relative to the black background in order to keep the circle in its position shown. The distance to move the terrain is simply: movex = circle.position.x - terrain.position.x with a constant to fix the circle at some distance from the left of the screen. I am struggling to determine the best way to position the terrain in the y plane keep the focus in the character. I want to move the terrain in the y direction smoothly and not fix it to the position of the circle, so the circle can move in the y plane. If I take the same approach as the x positioning, the character is fixed at a point on the screen and the terrain moves. I could sample some terrain points either side of the character and produce an average, but in my implementation this was not smooth. I thought another approach might be to create a camera 'line' that is a smooth version of the terrain line and make the camerea follow this, but I'm not sure if this is the optimum solution. Any advice is much appreciated!

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