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  • What's the best structure for a repository?

    - by jpmelos
    I've looked into many open source software repositories, and I've found some common elements and somethings people do in different fashion from one another. For example, every repository has a README file, a INSTALL file, a COPYING file and stuff like that. Other things differ: Some projects, like git, have their source code in the root level, while others have the source code in a src/ folder and others, like the Linux kernel, have the source code spread in different folders in root level, that divide code by areas; Some have their tests in a t/ folder, while others in a tests/ folder, or named otherwise; Some have files about submitting patches and who the maintainers are, and those might be inside some Documentation/ or in the root level. Are there recommendations? A best practice? For example: personally, I don't like the code in the root level, git-fashion. It looks messy and confuses one trying to start as a contributor (especially because they have some code inside folders, and scripts in the root level as well, it's really messy). If I were to start a project of my own and wanted to start right from the start, are there recommendations? Best practices? How can I make a clean and clear structure? Thank you!

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  • Updating an ADF Web Service Data Control When Service Structure or Location Change

    - by Shay Shmeltzer
    The web service data control in Oracle ADF gives you a simplified approach to consuming services in ADF applications, and now with ADF Mobile the usage of this service seems to be growing. A frequent question we get is what happens if the service that I'm consuming changes - how do I update my data control? Well, first we should mention that if you do a good design of your application before you actually code - then things like Web service method signature shouldn't change. The signature is the contract between the publisher and the consumer, and contracts shouldn't be broken. But in reality things do change during development stages, so here is how you can update both method signatures and service location with the Web service data control: After watching this video you might be tempted to not copy the WSDLs to your project - which lets you use the right click update on a data control. However there is a reason why the copy is on by default, it reduces network traffic when you are actually running your application since ADF doesn't need to go to the server to find out the service structure. So for runtime performance, you probably should keep the WSDL local.  I encourage you to further look into both the connections.xml file where your service location is saved, and the datacontrols.dcx file where its definition is kept to get an even deeper understanding of how ADF works underneath the declarative layers.

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  • Ideal data structure/techniques for storing generic scheduler data in C#

    - by GraemeMiller
    I am trying to implement a generic scheduler object in C# 4 which will output a table in HTML. Basic aim is to show some object along with various attributes, and whether it was doing something in a given time period. The scheduler will output a table displaying the headers: Detail Field 1 ....N| Date1.........N I want to initialise the table with a start date and an end date to create the date range (ideally could also do other time periods e.g. hours but that isn't vital). I then want to provide a generic object which will have associated events. Where an object has events within the period I want a table cell to be marked E.g. Name Height Weight 1/1/2011 2/1/2011 3/1/20011...... 31/1/2011 Ben 5.11 75 X X X Bill 5.7 83 X X So I created scheduler with Start Date=1/1/2011 and end date 31/1/2011 I'd like to give it my person object (already sorted) and tell it which fields I want displayed (Name, Height, Weight) Each person has events which have a start date and end date. Some events will start and end outwith but they should still be shown on the relevant date etc. Ideally I'd like to have been able to provide it with say a class booking object as well. So I'm trying to keep it generic. I have seen Javasript implementations etc of similar. What would a good data structure be for this? Any thoughts on techniques I could use to make it generic. I am not great with generics so any tips appreciated.

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  • Data base structure of a subscriber list

    - by foodil
    I am building a application that allow different user to store the subscriber information To store the subscriber information , the user first create a list For each list, there is a ListID. Subscriber may have different attribute : email phone fax .... For each list, their setting is different , so a require_attribute table is introduced. It is a bridge between subscriber and List That store Listid ,subid , attribute, datatype That means the system have a lot of list, each user have their own list, and the list have different attribute, some list have email , phone , some may have phone, address, name mail.. And the datatype is different, some may use 'name' as integer , some may use 'name' as varchar attribute means email phone, it is to define for which list have which subscriber attribute datatype means for each attribute, what is its datatype Table :subscriber : Field :subid , name,email Table :Require Attribute: Field : Listid ,subid , attribute, datatype The attribute here is {name, email} So a simple data is Subscriber: 1 , MYname, Myemail Require Attribute : Listid , 1 , 'email', 'intger' Listid , 1 , 'name', 'varchar' I found that this kind of storage is too complex too handle with, Since the subscriber is share to every body, so if a person want to change the datatype of name, it will also affect the data of the other user. Simple error situation: Subscriber: list1, Subscriber 1 , name1, email1 list2, Subscriber 2 , name2 , email2 Require Attribute : List1 , Subscriber 1 , 'email', 'varchar', List1 , Subscriber 1 , 'name', 'varchar', Listid , Subscriber 2 , 'email', 'varchar', Listid , Subscriber 2, 'name', 'integer', if user B change the data type of name in require attribute from varchar to integer, it cause a problem. becasue list 1 is own by user A , he want the datatype is varchar, but list 2 is won by user B , he want the datatype to be integer So how can i redesign the structure?

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  • SEO questions about PR, Page Structure, and Other

    - by jasondavis
    A couple of basic questions related to SEO. 1) If I have a site that has several different niches that I am trying to promote from. Example Web Developer broke down into section of Web Design, Graphic Design, Programming, Software for SEO purposes, would it be better to use subdomains for these main sections or use the main domain with a folder like structure? 2) Is PR different for each page of a domain or ever page has a PR of the same on that domain? Also do sub-domains have a different PR? 3) When entering a hugely over saturated niche such as web-design, is it even possible to compete with the big sites that have been ranked on google #1 page for years? 4) Lastly, I have read about how important titles, link anchors, and headings are for SEO and how content is the most important. So left's say we are building a standard header, body, sidebar, footer page. In the the actual markup, would it be better to make sure the main content comes before the sidebar on the page or does this probably not make a difference? 5) I seen mentioned in another answer here that microformats can help with SEO, is there any fact behind this? Thank you for any info on this

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  • Trying to wrap my head around class structure for domain-specific language

    - by svaha
    My work is mostly in embedded systems programming in C, and the proper class structure to pull this off eludes me. Currently we communicate via C# and Visual Basic with a large collection of servos, pumps, and sensors via a USB-to-CAN hid device. Right now, it is quite cumbersome to communicate with the devices. To read the firmware version of controller number 1 you would use: SendCan(Controller,1,ReadFirmwareVersion) or SendCan(8,1,71) This sends three bytes on the CAN bus: (8,1,71) Connected to controllers are various sensors. SendCan(Controller,1,PassThroughCommand,O2Sensor,2,ReadO2) would tell Controller number 1 to pass a command to O2 Sensor number 2 to read O2 by sending the bytes 8,1,200,16,2,0 I would like to develop a domain-specific language for this setup. Instead of commands issued like they are currently, commands would be written like this: Controller1.SendCommand.O2Sensor2.ReadO2 to send the bytes 8,1,200,16,0 What's the best way to do this? Some machines have 20 O2 Sensors, others have 5 controllers, so the numbers and types of controllers and sensors, pumps, etc. aren't static.

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  • Proper library for enums

    - by Bobson
    I'm trying to refactor some code such that the display is separate from the implementation, and I'm not sure where to put the existing enums. My project is currently structured as follows: Utilities RemoteData (Depends on: Utilities) LocalData (Depends on: RemoteData, Utilities) RemoteWeb (Depends on: RemoteData, Utilities) LocalWeb (Depends on: RemoteData, LocalData, Utilities) I'm now trying to add "ViewLibrary (Depends on: Utilities)" to this list, and then adding it as a new dependency to both RemoteWeb and LocalWeb. It will contain a set of interfaces which the other two projects will implement, use to populate the view, and then consume the result. There's an enum which is currently used in all the projects except Utilities. It thus lives in the RemoteData project, because everything else depends on it. But this new ViewLibrary won't depend on either data project. So how will it know about this enum? Some options I see: Create a new project just for shared enum values. Add it to Utilities, even though it is related to data. Define it a second time in ViewLibrary, and require both RemoteWeb and LocalWeb to convert the one type into the other when they access the shared views. Add a dependency on RemoteData to the ViewLibrary, even though it's supposed to be independent of data-source. Are there any better options? Is this structure flawed to begin with?

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  • Data structure for grid with negative indeces

    - by The Secret Imbecile
    Sorry if this is an insultingly obvious concept, but it's something I haven't done before and I've been unable to find any material discussing the best way to approach it. I'm wondering what's the best data structure for holding a 2D grid of unknown size. The grid has integer coordinates (x,y), and will have negative indices in both directions. So, what is the best way to hold this grid? I'm programming in c# currently, so I can't have negative array indices. My initial thought was to have class with 4 separate arrays for (+x,+y),(+x,-y),(-x,+y), and (-x,-y). This seems to be a valid way to implement the grid, but it does seem like I'm over-engineering the solution, and array resizing will be a headache. Another idea was to keep track of the center-point of the array and set that as the topological (0,0), however I would have the issue of having to do a shift to every element of the grid when repeatedly adding to the top-left of the grid, which would be similar to grid resizing though in all likelihood more frequent. Thoughts?

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  • Data model for unlockable card collection

    - by Karlos Zafra
    My game has a collection of cards (about 64) that are unlocked (one by one) provided that 4 items are collected/gained in the game. Right now the deck of cards is modeled with a plist file, like this: <plist> <dict> <key>card1</key> <dict> <key>available</key> <true/> <key>series</key> <integer>1</integer> <key>model</key> <integer>1</integer> <key>color</key> <integer>1</integer> </dict> <key>card2</key> <dict> <key>available</key> <false/> <key>series</key> <integer>1</integer> <key>model</key> <integer>1</integer> <key>color</key> <integer>2</integer> </dict> The value for the key named "available" marks if the item is locked or not. Right now I have to include the data for the items collected by the user, but including that inside the plist looks like too much hassle. What kind of structure should be more suitable for this? How do you manage a collection of unlockable items like this?

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  • Avoid SEO loss after URL structure change

    - by Eric Nguyen
    We recently re-wrote our site from Umbraco to WordPress. This has been done by third-party developers. I have been the project manager and it is my mistake that I haven't notice the change of URLs that affect SEO until now. New site was launch last Thursday. The old URL for a "place" (a WordPress custom post type, in case you're WordPress expert and want/ need to point me to another discussion on WP Stackexchange) page is as follows: ourdomain.com/singapore/central/alexandra/an-interesting-place Now it has been changed to ourdomain.com/places/an-interesting-place I have already requested the third-party developers to work rewriting the URLs to emulate the old URL structure. However, it's taking quite a lot of time (we have multiple custom post types e.g. events etc. so it might be complicated; the developers seem quite by blur when I first mentioned rewriting URLs for the custom post types) In the meantime, I wonder if there is a quicker work around for this 1) Use .htaccess to rewrite ourdomain.com/singapore/central/alexandra/an-interesting-place to ourdomain.com/places/an-interesting-place This should avoid 90% loss of the search traffic. I suppose I can learn how to do this quite quickly but no harm mentioning it here 2) Use rel="canonical" to indicate that ourdomain.com/places/an-interesting-place is the exact duplicate of ourdomain.com/singapore/central/alexandra/an-interesting-place I will definitely go for both approaches (and also I'm changing 404 page to cater for this temporary isue) but I wonder if 2) is even feasible and if I have missed anything. Is there anything else you could recommend me in this situation. Let me know if my question is not clear anywhere. Clarifications The old website is on a Windows Server EC2 completely separated from the Linux EC2 instance on which the new site is running. In addition, the same domain "ourdomain.com" is used here (an A record is used to point to an EC2 Elastic IP). Therefore, the old server is completely inaccessible at the moment, unless you we use the IP address to old server (which doesn't help me at all in this case). Even if the old server is accessible, I can't see where one can put the .htaccess or a HTML file to do 301 redirect here. Unless I'm successful with my approach 1) or the developers can rewrite the URLs with coding, 404 page is really a choice for me.

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  • More Efficient Data Structure for Large Layered Tile Map

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

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  • RPG Monster-Area, Spawn, Loot table Design

    - by daemonfire300
    I currently struggle with creating the database structure for my RPG. I got so far: tables: area (id) monster (id, area.id, monster.id, hp, attack, defense, name) item (id, some other values) loot (id = monster.id, item = item.id, chance) spawn (id = area.id, monster = monster.id, count) It is a browser-based game like e.g. Castle Age. The player can move from area to area. If a player enters an area the system spawns, based on the area.id and using the spawn table data, new monsters into the monster table. If a player kills a monster, the system picks the monster.id looks up the items via the the loot table and adds those items to the player's inventory. First, is this smart? Second, I need some kind of "monster_instance"-table and "area_instance"-table, since each player enters his very own "area" and does damage to his very own "monsters". Another approach would be adding the / a player.id to the monster table, so each monster spawned, has it's own "player", but I still need to assign them to an area, and I think this would overload the monster table if I put in the player.id and the area.id into the monster table. What are your thoughts? Temporary Solution monster (id, attackDamage, defense, hp, exp, etc.) monster_instance (id, player.id, area_instance.id, hp, attackDamage, defense, monster.id, etc.) area (id, name, area.id access, restriction) area_instance (id, area.id, last_visited) spawn (id, area.id, monster.id) loot (id, monster.id, chance, amount, ?area.id?) An example system-flow would be: Player enters area 1: system creates area_instance of type area.id = 1 and sets player.location to area.id = 1 If Player wants to battle monsters in the current area: system fetches all spawn entries matching area.id == player.location and creates a new monster_instance for each spawn by fetching the according monster-base data from table monster. If a monster is fetched more than once it may be cached. If Player actually attacks a monster: system updates the according monster_instance, if monster dies the instance if removed after creating the loot If Player leaves the area: area_instance.last_visited is set to NOW(), if player doesn't return to data area within a certain amount of time area_instance including all its monster_instances are deleted.

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  • Help with DB Structure, vOD site

    - by Chud37
    I have a video on demand style site that hosts series of videos under different modules. However with the way I have designed the database it is proving to be very slow. I have asked this question before and someone suggested indexing, but i cannot seem to get my head around it. But I would like someone to help with the structure of the database here to see if it can be improved. The core table is Videos: ID bigint(20) (primary key, auto-increment) pID text airdate text title text subject mediumtext url mediumtext mID int(11) vID int(11) sID int(11) pID is a unique 5 digit string to each video that is a shorthand identifier. Airdate is the TS, (stored in text format, right there maybe I should change that to TIMESTAMP AUTO UPDATE), title is self explanatory, subject is self explanatory, url is the hard link on the site to the video, mID is joined to another table for the module title, vID is joined to another table for the language of the video, (english, russian, etc) and sID is the summary for the module, a paragraph stored in an external database. The slowest part of the website is the logging part of it. I store the data in another table called 'Hits': id mediumint(10) (primary key, auto-increment) progID text ts int(10) Again, here (this was all made a while ago) but my Timestamp (ts) is an INT instead of ON UPDATE CURRENT TIMESTAMP, which I guess it should be. However This table is now 47,492 rows long and the script that I wrote to process it is very very slow, so slow in fact that it times out. A row is added to this table each time a user clicks 'Play' on the website and then so the progID is the same as the pID, and it logs the php time() timestamp in ts. Basically I load the entire database of 'Hits' into an array and count the hits in each day using the TS column. I am guessing (i'm quite slow at all this, but I had no idea this would happen when I built the thing) that this is possibly the worst way to go about this. So my questions are as follows: Is there a better way of structuring the 'Videos' table, is so, what do you suggest? Is there a better way of structuring 'hits', if so, please help/tell me! Or is it the fact that my tables are fine and the PHP coding is crappy?

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  • Question on passing a pointer to a structure in C to a function?

    - by worlds-apart89
    Below, I wrote a primitive singly linked list in C. Function "addEditNode" MUST receive a pointer by value, which, I am guessing, means we can edit the data of the pointer but can not point it to something else. If I allocate memory using malloc in "addEditNode", when the function returns, can I see the contents of first-next ? Second question is do I have to free first-next or is it only first that I should free? I am running into segmentation faults on Linux. #include <stdio.h> #include <stdlib.h> typedef struct list_node list_node_t; struct list_node { int value; list_node_t *next; }; void addEditNode(list_node_t *node) { node->value = 10; node->next = (list_node_t*) malloc(sizeof(list_node_t)); node->next->value = 1; node->next->next = NULL; } int main() { list_node_t *first = (list_node_t*) malloc(sizeof(list_node_t)); first->value = 1; first->next = NULL; addEditNode(first); free(first); return 0; }

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  • database design help for game / user levels / progress

    - by sprugman
    Sorry this got long and all prose-y. I'm creating my first truly gamified web app and could use some help thinking about how to structure the data. The Set-up Users need to accomplish tasks in each of several categories before they can move up a level. I've got my Users, Tasks, and Categories tables, and a UserTasks table which joins the three. ("User 3 has added Task 42 in Category 8. Now they've completed it.") That's all fine and working wonderfully. The Challenge I'm not sure of the best way to track the progress in the individual categories toward each level. The "business" rules are: You have to achieve a certain number of points in each category to move up. If you get the number of points needed in Cat 8, but still have other work to do to complete the level, any new Cat 8 points count toward your overall score, but don't "roll over" into the next level. The number of Categories is small (five currently) and unlikely to change often, but by no means absolutely fixed. The number of points needed to level-up will vary per level, probably by a formula, or perhaps a lookup table. So the challenge is to track each user's progress toward the next level in each category. I've thought of a few potential approaches: Possible Solutions Add a column to the users table for each category and reset them all to zero each time a user levels-up. Have a separate UserProgress table with a row for each category for each user and the number of points they have. (Basically a Many-to-Many version of #1.) Add a userLevel column to the UserTasks table and use that to derive their progress with some kind of SUM statement. Their current level will be a simple int in the User table. Pros & Cons (1) seems like by far the most straightforward, but it's also the least flexible. Perhaps I could use a naming convention based on the category ids to help overcome some of that. (With code like "select cats; for each cat, get the value from Users.progress_{cat.id}.") It's also the one where I lose the most data -- I won't know which points counted toward leveling up. I don't have a need in mind for that, so maybe I don't care about that. (2) seems complicated: every time I add or subtract a user or a category, I have to maintain the other table. I foresee synchronization challenges. (3) Is somewhere in between -- cleaner than #2, but less intuitive than #1. In order to find out where a user is, I'd have mildly complex SQL like: SELECT categoryId, SUM(points) from UserTasks WHERE userId={user.id} & countsTowardLevel={user.level} groupBy categoryId Hmm... that doesn't seem so bad. I think I'm talking myself into #3 here, but would love any input, advice or other ideas. P.S. Sorry for the cross-post. I wrote this up on SO and then remembered that there was a game dev-focused one. Curious to see if I get different answers one place than the other....

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  • c# display DB table structure

    - by user3529643
    I have a question. My code is the following : public partial class Form1 : Form { public OleDbConnection datCon; public string MyDataFile; public ArrayList tblArray; public ArrayList fldArray; public Form1() { InitializeComponent(); lvData.Clear(); lvData.View = View.Details; lvData.LabelEdit = false; lvData.FullRowSelect = true; lvData.GridLines = true; } private void DataConnection() { MyDataFile = Application.StartupPath + @"\studenti.mdb"; string MyCon = @"provider=microsoft.jet.oledb.4.0;data source=" + MyDataFile; try { datCon = new OleDbConnection(MyCon); } catch (Exception ex) { MessageBox.Show(ex.Message); } FillTreeView(); } private void GetTables(OleDbConnection cnn) { try { cnn.Open(); DataTable schTable = cnn.GetOleDbSchemaTable(OleDbSchemaGuid.Tables, new Object[] { null, null, null, "TABLE" }); tblArray = new ArrayList(); foreach (DataRow datrow in schTable.Rows) { tblArray.Add(datrow["TABLE_NAME"].ToString()); } cnn.Close(); } catch (Exception ex) { MessageBox.Show(ex.Message); } } private void GetFields(OleDbConnection cnn, string tabNode) { string tabName; try { tabName = tabNode; cnn.Open(); DataTable schTable = cnn.GetOleDbSchemaTable(OleDbSchemaGuid.Columns, new Object[] { null, null, tabName }); fldArray = new ArrayList(); foreach (DataRow datRow in schTable.Rows) { fldArray.Add(datRow["COLUMN_NAME"].ToString()); } cnn.Close(); } catch (Exception ex) { MessageBox.Show(ex.Message); } } private void FillTreeView() { tvData.Nodes.Clear(); tvData.Nodes.Add("Database"); tvData.Nodes[0].Tag = "RootDB"; GetTables(datCon); // add table node for (int i = 0; i < tblArray.Count; i++) { tvData.Nodes[0].Nodes.Add(tblArray[i].ToString()); tvData.Nodes[0].Nodes[i].Tag = "Tables"; } // add field node for (int i = 0; i < tblArray.Count; i++) { GetFields(datCon, tblArray[i].ToString()); for (int j = 0; j < fldArray.Count; j++) { tvData.Nodes[0].Nodes[i].Nodes.Add(fldArray[j].ToString()); tvData.Nodes[0].Nodes[i].Nodes[j].Tag = "Fields"; } } this.tvData.ContextMenuStrip = contextMenuStrip1; contextMenuStrip1.ItemClicked +=contextMenuStrip1_ItemClicked; } public void FillListView(OleDbConnection cnn, string tabName) { OleDbCommand cmdRead; OleDbDataReader datReader; string strField; lblTableName.Text = tabName; strField = "SELECT * FROM [" + tabName + "]"; // Initi cmdRead obiect cmdRead = new OleDbCommand(strField, cnn); cnn.Open(); datReader = cmdRead.ExecuteReader(); // fill ListView while (datReader.Read()) { ListViewItem objListItem = new ListViewItem(datReader.GetValue(0).ToString()); for (int c = 1; c < datReader.FieldCount; c++) { objListItem.SubItems.Add(datReader.GetValue(c).ToString()); } lvData.Items.Add(objListItem); } datReader.Close(); cnn.Close(); } private void ViewToolStripMenuItem_Click(object sender, EventArgs e) { DataConnection(); } public void tvData_AfterExpand(object sender, System.Windows.Forms.TreeViewEventArgs e) { string tabName; int fldCount; if (e.Node.Tag.ToString() == "Tables") { fldCount = e.Node.GetNodeCount(false); //column headers. int n = lvData.Width; double wid = n / fldCount; // width columnn for (int c = 0; c < fldCount; c++) { lvData.Columns.Add(e.Node.Nodes[c].Text, (int)wid, HorizontalAlignment.Left); } // gett table name tabName = e.Node.Text; FillListView(datCon, tabName); } } public void button1_Click(object sender, EventArgs e) { //TO DO?? } } I have a treeview populated with tables (nodes) from my database, and a listview which is populated with the data from my tables when I click on a table. As you can see I have a button1 on my form. When I click it I want it to display to me the structure of the table I selected in my treeview (a treeview node). Not too many details, just the name of the columns in my table, type of columns, primary keys. I've tried to follow many tutorials but I can t seem to manage it.

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  • (Unity)Getting a mirrored mesh from my data structure

    - by Steve
    Here's the background: I'm in the beginning stages of an RTS game in Unity. I have a procedurally generated terrain with a perlin-noise height map, as well as a function to generate a river. The problem is that the graphical creation of the map is taking the data structure of the map and rotating it by 180 degrees. I noticed this problem when i was creating my rivers. I would set the River's height to flat, and noticed that the actual tiles that were flat in the graphical representation were flipped and mirrored. Here's 3 screenshots of the map from different angles: http://imgur.com/a/VLHHq As you can see, if you flipped (graphically) the river by 180 degrees on the z axis, it would fit where the terrain is flattened. I have a suspicion it is being caused by a misunderstanding on my part of how vertices work. Alas, here is a snippet of the code that is used: This code here creates a new array of Tile objects, which hold the information for each tile, including its type, coordinate, height, and it's 4 vertices public DTileMap (int size_x, int size_y) { this.size_x = size_x; this.size_y = size_y; //Initialize Map_Data Array of Tile Objects map_data = new Tile[size_x, size_y]; for (int j = 0; j < size_y; j++) { for (int i = 0; i < size_x; i++) { map_data [i, j] = new Tile (); map_data[i,j].coordinate.x = (int)i; map_data[i,j].coordinate.y = (int)j; map_data[i,j].vertices[0] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -j * GTileMap.TileMap.tileSize); map_data[i,j].vertices[1] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[2] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[3] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); } } This code sets the river tiles to height 0 foreach (Tile t in map_data) { if (t.realType == "Water") { t.vertices[0].y = 0f; t.vertices[1].y = 0f; t.vertices[2].y = 0f; t.vertices[3].y = 0f; } } And below is the code to generate the actual graphics from the data: public void BuildMesh () { DTileMap.DTileMap map = new DTileMap.DTileMap (size_x, size_z); int numTiles = size_x * size_z; int numTris = numTiles * 2; int vsize_x = size_x + 1; int vsize_z = size_z + 1; int numVerts = vsize_x * vsize_z; // Generate the mesh data Vector3[] vertices = new Vector3[ numVerts ]; Vector3[] normals = new Vector3[numVerts]; Vector2[] uv = new Vector2[numVerts]; int[] triangles = new int[ numTris * 3 ]; int x, z; for (z=0; z < vsize_z; z++) { for (x=0; x < vsize_x; x++) { normals [z * vsize_x + x] = Vector3.up; uv [z * vsize_x + x] = new Vector2 ((float)x / size_x, 1f - (float)z / size_z); } } for (z=0; z < vsize_z; z+=1) { for (x=0; x < vsize_x; x+=1) { if (x == vsize_x - 1 && z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z - 1].vertices [3]; } else if (z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z - 1].vertices [2]; } else if (x == vsize_x - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z].vertices [1]; } else { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [0]; vertices [z * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [1]; vertices [(z+1) * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [2]; vertices [(z+1) * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [3]; } } } } for (z=0; z < size_z; z++) { for (x=0; x < size_x; x++) { int squareIndex = z * size_x + x; int triOffset = squareIndex * 6; triangles [triOffset + 0] = z * vsize_x + x + 0; triangles [triOffset + 2] = z * vsize_x + x + vsize_x + 0; triangles [triOffset + 1] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 3] = z * vsize_x + x + 0; triangles [triOffset + 5] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 4] = z * vsize_x + x + 1; } } // Create a new Mesh and populate with the data Mesh mesh = new Mesh (); mesh.vertices = vertices; mesh.triangles = triangles; mesh.normals = normals; mesh.uv = uv; // Assign our mesh to our filter/renderer/collider MeshFilter mesh_filter = GetComponent<MeshFilter> (); MeshCollider mesh_collider = GetComponent<MeshCollider> (); mesh_filter.mesh = mesh; mesh_collider.sharedMesh = mesh; calculateMeshTangents (mesh); BuildTexture (map); } If this looks familiar to you, its because i got most of it from Quill18. I've been slowly adapting it for my uses. And please include any suggestions you have for my code. I'm still in the very early prototyping stage.

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  • Getting a mirrored mesh from my data structure

    - by Steve
    Here's the background: I'm in the beginning stages of an RTS game in Unity. I have a procedurally generated terrain with a perlin-noise height map, as well as a function to generate a river. The problem is that the graphical creation of the map is taking the data structure of the map and rotating it by 180 degrees. I noticed this problem when I was creating my rivers. I would set the River's height to flat, and noticed that the actual tiles that were flat in the graphical representation were flipped and mirrored. Here's 3 screenshots of the map from different angles: http://imgur.com/a/VLHHq As you can see, if you flipped (graphically) the river by 180 degrees on the z axis, it would fit where the terrain is flattened. I have a suspicion it is being caused by a misunderstanding on my part of how vertices work. Alas, here is a snippet of the code that is used: This code here creates a new array of Tile objects, which hold the information for each tile, including its type, coordinate, height, and it's 4 vertices public DTileMap (int size_x, int size_y) { this.size_x = size_x; this.size_y = size_y; //Initialize Map_Data Array of Tile Objects map_data = new Tile[size_x, size_y]; for (int j = 0; j < size_y; j++) { for (int i = 0; i < size_x; i++) { map_data [i, j] = new Tile (); map_data[i,j].coordinate.x = (int)i; map_data[i,j].coordinate.y = (int)j; map_data[i,j].vertices[0] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -j * GTileMap.TileMap.tileSize); map_data[i,j].vertices[1] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[2] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[3] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); } } This code sets the river tiles to height 0 foreach (Tile t in map_data) { if (t.realType == "Water") { t.vertices[0].y = 0f; t.vertices[1].y = 0f; t.vertices[2].y = 0f; t.vertices[3].y = 0f; } } And below is the code to generate the actual graphics from the data: public void BuildMesh () { DTileMap.DTileMap map = new DTileMap.DTileMap (size_x, size_z); int numTiles = size_x * size_z; int numTris = numTiles * 2; int vsize_x = size_x + 1; int vsize_z = size_z + 1; int numVerts = vsize_x * vsize_z; // Generate the mesh data Vector3[] vertices = new Vector3[ numVerts ]; Vector3[] normals = new Vector3[numVerts]; Vector2[] uv = new Vector2[numVerts]; int[] triangles = new int[ numTris * 3 ]; int x, z; for (z=0; z < vsize_z; z++) { for (x=0; x < vsize_x; x++) { normals [z * vsize_x + x] = Vector3.up; uv [z * vsize_x + x] = new Vector2 ((float)x / size_x, 1f - (float)z / size_z); } } for (z=0; z < vsize_z; z+=1) { for (x=0; x < vsize_x; x+=1) { if (x == vsize_x - 1 && z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z - 1].vertices [3]; } else if (z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z - 1].vertices [2]; } else if (x == vsize_x - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z].vertices [1]; } else { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [0]; vertices [z * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [1]; vertices [(z+1) * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [2]; vertices [(z+1) * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [3]; } } } } for (z=0; z < size_z; z++) { for (x=0; x < size_x; x++) { int squareIndex = z * size_x + x; int triOffset = squareIndex * 6; triangles [triOffset + 0] = z * vsize_x + x + 0; triangles [triOffset + 2] = z * vsize_x + x + vsize_x + 0; triangles [triOffset + 1] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 3] = z * vsize_x + x + 0; triangles [triOffset + 5] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 4] = z * vsize_x + x + 1; } } // Create a new Mesh and populate with the data Mesh mesh = new Mesh (); mesh.vertices = vertices; mesh.triangles = triangles; mesh.normals = normals; mesh.uv = uv; // Assign our mesh to our filter/renderer/collider MeshFilter mesh_filter = GetComponent<MeshFilter> (); MeshCollider mesh_collider = GetComponent<MeshCollider> (); mesh_filter.mesh = mesh; mesh_collider.sharedMesh = mesh; calculateMeshTangents (mesh); BuildTexture (map); } If this looks familiar to you, its because i got most of it from Quill18. I've been slowly adapting it for my uses. And please include any suggestions you have for my code. I'm still in the very early prototyping stage.

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  • Copy a website and preserve the file & folder structure

    - by DrStalker
    I have an old web site running on an ancient version of Oracle Portal that we need to convert to a flat-html structure. Due to damage to the server we are not able to access the administrative interface, and even if we could there is no export functionality that can work with modern software versions. It would be enough to crawl the website and have all the pages & images saved to a folder, but the file structure needs to be preserved; that is, if a page is located at http://www.oldserver.com/foo/bar/baz/mypage.html then it needs to be saved to /foo/bar/baz/mypage.html so that the various Javascript bits will continue to function. None of the web crawlers I've found have been able to do this; they all want to rename the pages (page01.html, page02.html etc) and break the folder structure. Is there any crawler out there that will recreate the site structure as it appears to a user accessing the site? It doesn't need to redo any of teh content of the pages; once rehosted the pages will all have the same names they did originally so links will continue to work.

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  • Tile Engine - Procedural generation, Data structures, Rendering methods - A lot of effort question!

    - by Trixmix
    Isometric Tile and GameObject rendering. To achive the desired looking game I need to take into consideration which tiles need to be drawn first and which last. What I used is a Object that is TileRenderQueue that you would give it a tile list and it will give you a queue on which ones to draw based on their Z coordinate, so that if the Z is higher then it needs to be drawn last. Now if you read above you would know that I want the location data to instead of being stored in the tile instance i want it to be that the index in the array is the location. and then maybe based on the array i could draw the tiles instead of taking a long time in for looping and ordering them by Z. This is the hardest part for me. It's hard for me to find a simple solution to the which one to draw when problem. Also there is the fact that if the X is larger than the gameobject where the X is larger needs to be drawn over the rest of the tiles and so on. Here is an example: All the parts work together to create an efficient engine so its important to me that you would answer all of the parts. I hope you will work on the answers hard just as much that I worked on this question! If there is any unclear part tell me so in the comments! Thanks for the help!

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  • All articles with infinite scroll, or one per page for usability and SEO?

    - by Rana Prathap
    Imagine a hypothetical website with all user generated content of single page articles. Here are some ways to structuring such a website: Putting up more than one article in one page and creating an infinite scroll or a pager. The fact that the articles may not be on the same topic makes this a less search engine friendly way. Giving a unique page to each article and putting up a list of links/titles in the front page with or without a teaser and a thumbnail. This might make the home page look unprofessional. Keeping the front page clean, without direct links to internal pages. Which method would be a search engine friendly and user friendly way to do this?

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  • How to structure a XML-based order form using ASP.NET

    - by Brendan
    First question here; please help me if I'm doing something wrong. I'm a graphic designer who's trying to teach himself ASP.NET/C#. My server-side background is PHP/WordPress and some ASP Classic, and when I do code I've hand-coded just about everything since I started learning HTML. So, as I've started to learn .NET, my code has been very manual and procedural. I'm now trying to create a really basic order form that pulls from an XML file to populate the form; there's an image, a title, a price, and selectable quantities. If I was making this form as a static HTML file, I'd have each field named manually and so on postback I could query each field to get the values. But I'm trying to do this dynamically so that I can add/remove items from the form and not have to change the code. In terms of displaying the XML, I rolled my own by loading XmlDocument and using XmlNodeList and a bunch of foreach loops to get things displayed. Then, I learned about <asp:XmlDataSource> and <asp:Repeater>, which made displaying the XML simpler by a large margin. However, I've had a really hard time getting the data that's been submitted on postback (it was implied on SO that there are better ways to get data than nested RepeaterItems). So, what I've learned so far is that you can do things a bunch of different ways in .NET. that's why I thought it'd be good to ask for answers regarding the best way to use ASP.NET to display a XML document and dynamically capture the data that's submitted. Any help is appreciated! I'm using Notepad++ to code .NET 2.0.

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  • Why is the code section called a text section?

    - by Gilles
    The section of an executable that contains code is sometimes called the .text section. In segmented memory architectures, a segment mapped as code is sometimes called a text segment. The unix error message “text file busy” (ETXTBSY) means “this file is a program that is being executed”. How did text come to mean executable (machine) code? An ideal answer would: explain the connection between the word and its meaning; provide a citation for the origin or at least the history of the term; give some idea of which communities use it.

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