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  • Seeking solution for printing-reporting .NET

    - by Parhs
    I am developing an application that prints in separate threads in extreme cases about 20-25 pages per minute to various thermal printers. Currently templates for these are XAML xps documents. All printers have graphics drivers that support EMF/GDI printing. So GDI-EMF is done by operating system resulting in slower performance. Sending raw text for printing is another good solution but doesnt work always , because some clients have old chinese thermal printer that nobody support thus impossible to change codepage / emulation. So it doesnt work always. Also most computers running my software are low end ATOM CPU. So I am thinking to return to GDI, EMF printing and have both Text-Only reports and EMF reports. Another reason i want EMF is because here receipts are signed by Electronic Fiscal Memory device.Most of these dont do good job extracting text from XPS as they dont follow the standard but how windows convert GDI to XPS.Even with text-only mode some of them dont support all character encodings and are impossible to send paper cut command after the sign. I know that using a reporting engine would solve rendering problem but I dont want to buy one. All I want is to be able to show tabular data and insert an image and replaced text.I know there is StringTemplate that could do the generation of template but the problem is i should parse somehow the template and render it using GDI commands. Is there any other solution/approach for this ? Or is there anything ready ?

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  • 3D Vector "End Point" Calculation for procedural Vector Graphics

    - by FrostFlame64
    Alright, So I need some help with some Vector Math. I've developing some game Engines that have Procedural Fractal Generation for Some Graphics, such as using Lindenmayer Systems for generating Trees and Plants. L-Systems, are drawn by using Turtle Graphics, which is a form of Vector graphics. I first created a system to draw in 2D Graphics, which works perfectly fine. But now I want to make a 3D equivalent, and I’ve run into an issue. For my 2D Version, I created a Method for quickly determining the “End Point” of a Vector-like movement. Given a starting point (X, Y), a direction (between 0 and 360 degrees), and a distance, the end point is calculated by these formulas: newX = startX + distance * Sin((PI * direction) / 180) newY = startY + distance * Cos((PI * direction) / 180) Now I need something Similarly Equivalent for performing this Calculation in 3D, But I haven’t been able to Google anything that could show me how to do this. I'm flexible enough to get whatever required information is needed for this method calculation, in any reasonable form (Vector3, Quaternion, ect). To summarize: Given a starting point/vector position in 3D space (X, Y, Z), a Direction in 3D space (Vector3, Quaternion, ect), and a Distance, I need to find the “End Point” in 3D Space. Thank you for your time and help.

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  • Basic procedural generated content works, but how could I do the same in reverse?

    - by andrew
    My 2D world is made up of blocks. At the moment, I create a block and assign it a number between 1 and 4. The number assigned to the nth block is always the same (i.e if the player walks backwards or restarts the game.) and is generated in the function below. As shown here by this animation, the colours represent the number. function generate_data(n) math.randomseed(n) -- resets the random so that the 'random' number for n is always the same math.random() -- fixes lua random bug local no = math.random(4) --print(no, n) return no end Now I want to limit the next block's number - a block of 1 will always have a block 2 after it, while block 2 will either have a block 1,2 or 3 after it, etc. Before, all the blocks data was randomly generated, initially, and then saved. This data was then loaded and used instead of being randomly called. While working this way, I could specify what the next block would be easily and it would be saved for consistency. I have now removed this saving/loading in favour of procedural generation as I realised that save whiles would get very big after travelling. Back to the present. While travelling forward (to the right), it is easy to limit what the next blocks number will be. I can generate it at the same time as the other data. The problem is when travelling backwards (to the left) I can not think of a way to load the previous block so that it is always the same. Does anyone have any ideas on how I could sort this out?

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  • Generated 3d tree meshes

    - by Jari Komppa
    I did not find a question on these lines yet, correct me if I'm wrong. Trees (and fauna in general) are common in games. Due to their nature, they are a good candidate for procedural generation. There's SpeedTree, of course, if you can afford it; as far as I can tell, it doesn't provide the possibility of generating your tree meshes at runtime. Then there's SnappyTree, an online webgl based tree generator based on the proctree.js which is some ~500 lines of javascript. One could use either of above (or some other tree generator I haven't stumbled upon) to create a few dozen tree meshes beforehand - or model them from scratch in a 3d modeller - and then randomly mirror/scale them for a few more variants.. But I'd rather have a free, linkable tree mesh generator. Possible solutions: Port proctree.js to c++ and deal with the open source license (doesn't seem to be gpl, so could be doable; the author may also be willing to co-operate to make the license even more free). Roll my own based on L-systems. Don't bother, just use offline generated trees. Use some other method I haven't found yet.

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  • MathWorks offre une nouvelle fonctionnalité de calculs parallèles pour une simulation plus rapide et une génération de code améliorée

    MathWorks propose une nouvelle fonctionnalité de calculs parallèles Pour une simulation plus rapide et une génération de code améliorée grâce à Parallel Computing Toolbox MathWorks a annoncé aujourd'hui une nouvelle fonctionnalité qui permet d'accélérer la génération de code de système utilisant le référencement de modèles. Cette amélioration est rendue possible par Real-Time Workshop, un outil de génération de code qui tire désormais parti des outils d'amélioration de performance de la Parallel Computing Toolbox et du MATLAB Distributed Computing Server (MDCS). Cette fonction élargit également la prise en charge des calculs parallèles dans d'autres outils MathWorks pour améliorer...

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  • How do I randomly generate a top-down 2D level with separate sections and is infinite?

    - by Bagofsheep
    I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to achieve is sort of like you were looking straight down on a Minecraft map. There is no height, but the borders of each "biome" or "section" of the map are random and varied. I already have basic code that can generate a perfectly square level with the same tileset (randomly picking segments from the tileset image), but I've encountered a major issue for wanting the level to be infinite: Beyond a certain point, the tiles' positions become negative on one or both of the axis. The code I use to only draw tiles the player can see relies on taking the tiles position and converting it to the index number that represents it in the array. As you well know, arrays cannot have a negative index. Here is some of my code: This generates the square (or rectangle) of tiles: //Scale is in tiles public void Generate(int sX, int sY) { scaleX = sX; scaleY = sY; for (int y = 0; y <= scaleY; y++) { tiles.Add(new List<Tile>()); for (int x = 0; x <= scaleX; x++) { tiles[tiles.Count - 1].Add(tileset.randomTile(x * tileset.TileSize, y * tileset.TileSize)); } } } Before I changed the code after realizing an array index couldn't be negative my for loops looked something like this to center the map around (0, 0): for (int y = -scaleY / 2; y <= scaleY / 2; y++) for (int x = -scaleX / 2; x <= scaleX / 2; x++) Here is the code that draws the tiles: int startX = (int)Math.Floor((player.Position.X - (graphics.Viewport.Width) - tileset.TileSize) / tileset.TileSize); int endX = (int)Math.Ceiling((player.Position.X + (graphics.Viewport.Width) + tileset.TileSize) / tileset.TileSize); int startY = (int)Math.Floor((player.Position.Y - (graphics.Viewport.Height) - tileset.TileSize) / tileset.TileSize); int endY = (int)Math.Ceiling((player.Position.Y + (graphics.Viewport.Height) + tileset.TileSize) / tileset.TileSize); for (int y = startY; y < endY; y++) { for (int x = startX; x < endX; x++) { if (x >= 0 && y >= 0 && x <= scaleX && y <= scaleY) tiles[y][x].Draw(spriteBatch); } } So to summarize what I'm asking: First, how do I randomly generate a top-down 2D map with different sections (not chunks per se, but areas with different tile sets) and second, how do I get past this negative array index issue?

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  • Distributed sequence number generation?

    - by Jon
    I've generally implemented sequence number generation using database sequences in the past. e.g. Using Postgres SERIAL type http://neilconway.org/docs/sequences/ I'm curious though as how to generate sequence numbers for large distributed systems where there is no database. Does anybody have any experience or suggestions of a best practice for achieving sequence number generation in a thread safe manner for multiple clients?

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  • AST generation for a an application developed both in visual basic and c#

    - by Dev
    Hi, I'm currently understanding one application developed both in visual basic and c#. Running through the code is getting tough as code is around 50KLOC. So i'm planning for generation of AST (abstract syntax tree). Will it be possible to generate for both language together. Atleast a call graph generation will be helpful (but can't find any tool which works for both languages) Please let me know if this question is confusing. Thanks in Advance Dev

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  • Data Generation Plan Missing from VS2010 Pro

    - by chobo2
    Hi I was following this tutorial http://nepomucenobr.com.br/blog/post/Generating-e2809cdummy-datae2809d-with-Visual-Studio.aspx and I got to the point where I am should add a data generation plan file. Yet when I click on the folder there is not data generation plan file. I don't know why. Do I have to install it separately or what? Or is it because I am using 2005 express?

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  • How to place rooms proceduraly (rule based) on in a game word

    - by gardian06
    I am trying to design the algorithm for my level generation which is a rule driven system. I have created all the rules for the system. I have taken care to insure that all rooms make sense in a grid type setup. for example: these rooms could make this configuration The logic flow code that I have so far Door{ Vector3 position; POD orient; // 5 possible values (up is not an option) bool Open; } Room{ String roomRule; Vector3 roomPos; Vector3 dimensions; POD roomOrient; // 4 possible values List doors<Door>; } LevelManager{ float scale = 18f; List usedRooms<Room>; List openDoors<Door> bool Grid[][][]; Room CreateRoom(String rule, Vector3 position, POD Orient){ place recieved values based on rule fill in other data } Vector3 getDimenstions(String rule){ return dimensions of the room } RotateRoom(POD rotateAmount){ rotate all items in the room } MoveRoom(Room toBeMoved, POD orientataion, float distance){ move the position of the room based on inputs } GenerateMap(Vector3 size, Vector3 start, Vector3 end){ Grid = array[size.y][size.x][size.z]; Room floatingRoom; floatingRoom = Room.CreateRoom(S01, start, rand(4)); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } // fill used grid spaces floatingRoom = Room.CreateRoom(S02, end, rand(4); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } Vector3 nRoomLocation; Door workingDoor; string workingRoom; // fill used grid spaces // pick random door on the openDoors list workingDoor = /*randomDoor*/ // get a random rule nRoomLocation = workingDoor.position; // then I'm lost } } I know that I have to make sure for convergence (namely the end is reachable), and to do this until there are no more doors on the openDoors list. right now I am simply trying to get this to work in 2D (there are rules that introduce 3D), but I am working on a presumption that a rigorous algorithm can be trivially extended to 3D. EDIT: my thought pattern so far is to take an existing open door and then pick a random room (restrictions can be put in later) place that room's center at the doors location move the room in the direction of the doors orientation half the rooms dimension w/respect to that axis then test against the 3D array to see if all the grid points are open, or have been used, or if there is even space to put the room (caseEdge) if caseEdge (which can also occur in between rooms) then put the door on a toBeClosed list, and remove it from the open list (placing a wall or something there). then to do some kind of test that both the start, and the goal are connected, and reachable from each other (each room has nodes for AI, but I don't want to "have" to pull those out to accomplish this). but this logic has the problem for say the U, or L shaped rooms in my example, and then I also have a problem conceptually if the room needs to be rotated.

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  • ULogd2.x - Documents - IPFIX data generation

    - by Gomathivinayagam
    I would like to generate IPFIX data from the packets that are coming to my local system as part of experimentation. It seems ULogd is a good tool to do that. I am able to capture PCAP data. But there are very less documents available on ULogd2.x about IPFIX format data generation.(There are very few examples provided in ulogd.conf). Can you provide me any links that describes about how to generate IPFIX data using ulogd2.x? 1) What are the options available? I saw there is polling interval configuration. But I have no idea how does it work? 2) If I set hash_enable = 0, and uncomment the polling_interval value, I'm getting an exception as NFCT plugin requires hash table, evne though I have specified hash_buckets and hash_max_entries. Could you help on this? 3) In general, I would like to know how NFCT plugin works in ulogd2.x. I sent mail to ulogd mailing list, but there are no replies. Could you shed some light?

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  • Indesign Import XML into Automatic Page generation, data merge

    - by taudep
    I've created some InDesign Pages that I want to use as templates. I've created an XML file with all the appropriate data. I want to merge the XML data with the InDesign page and have a few hundred pages automatically generated. I've been reading online and working with InDesign's "Import XML" features without any luck. The documentation has been pretty poor for me. And Google searches haven't returned much fruitful. Edit: I'm updating this to now include my present steps 1) I create a Master Page of my template 2) I add a bunch of text frames where I want the imported data from the XML file to be places 3) I open the "Tags" window and Import and XML file 4) I mark my text frames in the Master Document with the appropriate tags 5) I then add a lot of pages (like 200) to the document 6) Then I use "Import XML" to try and get the data brought in and filled across all 200 pages. This is where I fail. So there's something I'm missing. It might be that InDesign doesn't work as I'm expecting... Anyone have any good tips for mail-merge like functionality with an XML document and auto-generation of InDesign pages? BTW, here's an example of Adobe's great documentation for merging repeated XML elements. There's gotta be more...InDesign CS4 Docs: XML-Importing XML-Working with Repeating Data EDIT: Here's some of the sample XML, notice the ITEM will repeat. I've also truncated the data in the "desc" tag: <output> <item> <user_name>taude</user_name> <date>2009-02-21</date> <title>Wishful Thinking</title> <desc>Skiing up in Vermont on a beautiful day. This photo of</desc> <thumbnail>http://www.blipfoto.com/thumbs/5371/2009/big/color/96104200949a162672e1996.15963073.jpeg</thumbnail> </item> <item> <user_name>taude</user_name> <date>2009-02-22</date> <title>Skiing Self Portrait</title> <desc>I was inspired by ML's self-portrait while </desc> <thumbnail>http://www.blipfoto.com/thumbs/5371/2009/big/color/36547696749a2c5782308e0.91477014.jpeg</thumbnail> </item> </output> Here's what my imported XML looks like with the InDesign Structure

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  • Indesign Import XML into Automatic Page generation, data merge

    - by taudep
    I've created some InDesign Pages that I want to use as templates. I've created an XML file with all the appropriate data. I want to merge the XML data with the InDesign page and have a few hundred pages automatically generated. I've been reading online and working with InDesign's "Import XML" features without any luck. The documentation has been pretty poor for me. And Google searches haven't returned much fruitful. Here are my present steps: I create a Master Page of my template I add a bunch of text frames where I want the imported data from the XML file to be places I open the "Tags" window and Import and XML file I mark my text frames in the Master Document with the appropriate tags I then add a lot of pages (like 200) to the document Then I use "Import XML" to try and get the data brought in and filled across all 200 pages. This is where I fail. There's something I'm missing. It might be that InDesign doesn't work as I'm expecting... Does anyone have any good tips for mail-merge like functionality with an XML document and auto-generation of InDesign pages? By the way, here's an example of Adobe's great documentation for merging repeated XML elements. There's got to be more... InDesign CS4 Docs: XML-Importing XML-Working with Repeating Data Here's some of the sample XML, notice the ITEM will repeat. I've also truncated the data in the "desc" tag: <output> <item> <user_name>taude</user_name> <date>2009-02-21</date> <title>Wishful Thinking</title> <desc>Skiing up in Vermont on a beautiful day. This photo of</desc> <thumbnail>http://www.blipfoto.com/thumbs/5371/2009/big/color/96104200949a162672e1996.15963073.jpeg</thumbnail> </item> <item> <user_name>taude</user_name> <date>2009-02-22</date> <title>Skiing Self Portrait</title> <desc>I was inspired by ML's self-portrait while </desc> <thumbnail>http://www.blipfoto.com/thumbs/5371/2009/big/color/36547696749a2c5782308e0.91477014.jpeg</thumbnail> </item> </output> Here's what my imported XML looks like with the InDesign Structure:

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  • Hibernate/JPA DB Schema Generation Best Practices

    - by Bytecode Ninja
    I just wanted to hear the opinion of Hibernate experts about DB schema generation best practices for Hibernate/JPA based projects. Especially: What strategy to use when the project has just started? Is it recommended to let Hibernate automatically generate the schema in this phase or is it better to create the database tables manually from earliest phases of the project? Pretending that throughout the project the schema was being generated using Hibernate, is it better to disable automatic schema generation and manually create the database schema just before the system is released into production? And after the system has been released into production, what is the best practice for maintaining the entity classes and the DB schema (e.g. adding/renaming/updating columns, renaming tables, etc.)? Thanks in advance.

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  • Does invoking System.gc() in java suggest garbage collection of the tenured generation as well as th

    - by Markus Jevring
    When invoking System.gc() in java (via JMX), it will dutifully (attempt to) clean the young generation. This generally works very well. I have never seen it attempt to clean the tenured generation, though. This leads me to two questions: Can the tenured generation even be collected (i.e. is there actually garbage in this generation, or do all objects in the tenured generation actually still have live references to them)? If the tenured generation can be collected, can this be done via System.gc(), or is there another way to do it (unlikely), or will I simply have to wait until I run out of space in the tenured generation?

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  • Cryptographic Validation Explained

    - by MarkPearl
    We have been using LogicNP’s CryptoLicensing for some of our software and I was battling to understand how exactly the whole process worked. I was sent the following document which really helped explain it – so if you ever use the same tool it is well worth a read. Licensing Basics LogicNP CryptoLicensing For .Net is the most advanced and state-of-the art licensing and copy protection system you can use for your software. LogicNP CryptoLicensing System uses the latest cryptographic technology to generate and validate licenses. The cryptographic algorithm used is the RSA algorithm which consists of a pair of keys called as the generation key and the validation key. Data encrypted using the generation key can only be decrypted using the corresponding validation key. How does cryptographic validation work? When a new license project is created, a unique validation-generation key pair is created for the project. When LogicNP CryptoLicensing For .Net generates licenses, it encrypts the license settings using the generation key. The validation key can be safely distributed with your software and is used during validation. During license validation, LogicNP CryptoLicensing For .Net attempts to decrypt the encrypted license code using the validation key. If the decryption is successful, this means that the data was encrypted using the generation key, since only the corresponding validation key can decrypt data encrypted with the generation key. This further means that not only is the license valid but that it was generated by you and only you since nobody else has access to the generation key. Generation Key This key is used by CryptoLicensing Generator to generate encrypted license codes. This key is stored in the license project file, so the license project file must be kept secure and confidential and must be accorded the same care as any other critical asset such as source code. Validation Key This key is used for validating generated license codes. It is the same key displayed in the 'Get Validation Key And Code' dialog (Ctrl+K) and is used by your software when validating license codes (using LogicNP.CryptoLicensing.dll). Unlike the generation key, it is not necessary to keep this key secure and confidential. Note that the generation key pair is stored in the project file created by LogicNP CryptoLicensing For .Net, so it is very important to backup this file and to keep it secure. Once the file is lost, it is not possible to retrieve the key pair. FAQ Do I use the same validation key to validate all license codes? Yes, the validation key (and generation key) for the project remains the same; you use the same key to validate all license codes generated using the project. You can retrieve the validation key using the "Project" menu --> "Get Validation Key & Code" menu item. Can license codes generated using generation key from one project be validated using validation key of another project? No! Q. Is every generated license code unique? A. Yes, every license code generated by CryptoLicensing is guaranteed to be unique, even if you generate thousands of codes at a time. Q. What makes CryptoLicensing so secure? A. CryptoLicensing uses the latest cryptographic technology to generate and validate licenses. The cryptographic algorithm used is the RSA asymmetric key algorithm which can use upto 3072-bit keys. Given current computing power, it takes years to break a 3072-bit key. Q. Is is possible for a hacker to develop a keygen for my software? A. Impossible. The cryptographic algorithm used by CryptoLicensing consists of a pair of keys called as the generation key and the validation key. Data encrypted with one key can only be decrypted by the other key and vice versa. Licenses are generated using the generation key and validated using the validation key. Without the generation key, it is impossible to generate valid licenses. Q. What is the difference between validation key and generation key? Generation Key This key is used by CryptoLicensing Generator to generate encrypted license codes. This key is stored in the license project file, so the license project file must be kept secure and confidential and must be accorded the same care as any other critical asset such as source code. Validation Key This key is used for validating generated license codes. It is the same key displayed in the 'Get Validation Key And Code' dialog (Ctrl+K) and is used by your software when validating license codes (using LogicNP.CryptoLicensing.dll). Unlike the generation key, it is not necessary to keep this key secure and confidential. Q. Do I have to include the license project file (.licproj) with my software? A. No!!! This goes against the very essence of the security of the asymmetric cryptographic scheme because the project file contains both the validation and generation key. With your software, you only need to include the validation key which will be used to validate licenses generated by CryptoLicensing using the generation key. The license project file should be treated as any other valuable and confidential asset such as your source code. Q. Does the license service need the license project file? A. Yes. The license project file is needed whenever new licenses are generated (via the UI, via the API or via the license service). As just one example, the license service generates new machine-locked licenses when activated licenses are presented to it for activation, therefore the license service needs the license project file. Q. Is it possible to embed my own data in the generated licenses? A. Yes. You can embed any amount of additional data in the licenses. This data will have the same amount of security as the license code itself and will be tamper-proof. The embedded user data can be retrieved from your software. Q. What additional steps can I take to ensure that my software does not get cracked? A. There are many methods and techniques which can make it extremely difficult for a hacker to crack your software. See Writing Effective License Checking Code And Designing Effective Licenses for more information. Q. Why is the license service not working? A. The most common cause is not setting the CryptoLicense.LicenseServiceURL property before trying to validate a license. Make sure that this property is set to the correct URL where your license service is hosted. The most common cause after this is that the license project file on the web server where your license service is hosted is not the latest. This happens if you make changes to the license project (for example, set the 'Enable With Serials' setting for a profile), but don't upload the updated project file to your web server. Q. Why are my serials not working? Serial codes require the user of a license service. See Using Serial Codes for more details. Also see the earlier question 'Why is the license service not working?' Q. Is the same validation key used to validate license codes generated from different profiles. A. Yes. Profiles are just pre specified license settings for quickly generating licenses having those settings. The actual license code is still generated using the license project's cryptographic generation key and thus, can be validated using the project's validation key. Q. Why are changes made to a profile not getting saved? A. Simply changing license settings via UI and saving the license project does not save those license settings to the active profile. You must first save the license settings to a profile using the Save/Save As command from the Profiles menu (see above). Q. Why is validation of activated licenses failing from CryptoLicensing Generator, but works from my software? A. Make sure that you have specified the URL of the license service using the Project Properties Dialog. Also see the earlier question 'Why is the license service not working?' Q. How can I extend the trial period of my customer? A. To extend the evaluation period of the customer, simply send him a new license code specifying the desired evaluation limits. Evaluation information such as the current used days, executions, etc are stored in garbled form in a registry location which is derived from the license code. Therefore, when a new license code is used, the old evaluation information will not be used and a new evaluation period will be started.

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  • displaying python's autodoc to the user (python 3.3)

    - by Plotinus
    I'm writing a simple command line math game, and I'm using python's autodoc for my math algorithms to help me remember, for example, what a proth number is while i'm writing the algorithm, but later on I'll want to tell that information to the user as well, so they'll know what the answer was. So, for example I have: def is_proth(): """Proth numbers and numbers that fit the formula k×2^n + 1, where k are odd positive integers, and 2^n > k.""" [snip] return proths and then I tried to make a dictionary, like so: definitions = {"proths" : help(is_proth)} But it doesn't work. It prints this when I start the program, one for each item in the dictionary, and then it errors out on one of them that returns a set. And anyway, I don't want it displayed to the user until after they've played the game. Help on function is_proth in module __main__: is_proth() Proth numbers and numbers that fit the formula k×2^n + 1, where k are odd positive integers, and 2^n > k. (END) I understand the purpose of autodoc is more for helping programmers who are calling a function than for generating userdoc, but it seems inefficient to have to type out the definition of what a proth number is twice, once in a comment to help me remember what an algorithm does and then once to tell the user the answer to the game they were playing after they've won or lost.

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  • Documentation utility for OpenEdge ABL

    - by glowcoder
    I have a large system in OpenEdge ABL that could use some documentation-love. Currently a team member is working on a utility that can find methods and functions and make some "Javadoc-esque" html pages out of it. It's pretty rough around the edges. Okay, it's like sawblades around the edges. I'm trying to find something like Javadoc or Doxygen that is capable of parsing OpenEdge ABL to generate some kind of API documentation. I know the market for OpenEdge isn't the best, but there is a lot of stuff that's passed along by word of mouth. It's difficult to search for because it used to be called "Progress" which throws off your search queries with non-relevant information. I'm also open to a system that lets you define the regex's to look for to define your own syntax. Then it parses and gives you an output based on that. Thanks!

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  • Manually writing a dx11 tessellation shader

    - by Tudor
    I am looking for resources on what are the steps of manually implementing tessellation (I'm using Unity cg). Today it seems that it is all the rage to hide most of the gpu code far away and use rather rigid simplifications such as unity's SURFace shaders. And it seems useless unless you're doing supeficial stuff. A little background: I have procedurally generated meshes (using marching cubes) which have quality normals but no UVs and no Tangents. I have successfully written a custom vertex and fragment shader to do triplanar texture and bumpmap projection as well as some custom stuff (custom lighting, procedurally warping the texture for variation etc). I am using the GPU Gems book as reference. Now I need to implement tessellation, but It seems I must calculate the tangents at runtime by swizzling normals (ctrl+f this in gems: <normal.z, normal.y, -normal.x>) before the tessellator gets them. And I also need to keep my custom vert+frag setup (with my custom parameters/textures being passed between them) - so apparently I cannot use surface shaders. Can anyone provide some guidence?

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  • LLBLGen Pro feature highlights: automatic element name construction

    - by FransBouma
    (This post is part of a series of posts about features of the LLBLGen Pro system) One of the things one might take for granted but which has a huge impact on the time spent in an entity modeling environment is the way the system creates names for elements out of the information provided, in short: automatic element name construction. Element names are created in both directions of modeling: database first and model first and the more names the system can create for you without you having to rename them, the better. LLBLGen Pro has a rich, fine grained system for creating element names out of the meta-data available, which I'll describe more in detail below. First the model element related element naming features are highlighted, in the section Automatic model element naming features and after that I'll go more into detail about the relational model element naming features LLBLGen Pro has to offer in the section Automatic relational model element naming features. Automatic model element naming features When working database first, the element names in the model, e.g. entity names, entity field names and so on, are in general determined from the relational model element (e.g. table, table field) they're mapped on, as the model elements are reverse engineered from these relational model elements. It doesn't take rocket science to automatically name an entity Customer if the entity was created after reverse engineering a table named Customer. It gets a little trickier when the entity which was created by reverse engineering a table called TBL_ORDER_LINES has to be named 'OrderLine' automatically. Automatic model element naming also takes into effect with model first development, where some settings are used to provide you with a default name, e.g. in the case of navigator name creation when you create a new relationship. The features below are available to you in the Project Settings. Open Project Settings on a loaded project and navigate to Conventions -> Element Name Construction. Strippers! The above example 'TBL_ORDER_LINES' shows that some parts of the table name might not be needed for name creation, in this case the 'TBL_' prefix. Some 'brilliant' DBAs even add suffixes to table names, fragments you might not want to appear in the entity names. LLBLGen Pro offers you to define both prefix and suffix fragments to strip off of table, view, stored procedure, parameter, table field and view field names. In the example above, the fragment 'TBL_' is a good candidate for such a strip pattern. You can specify more than one pattern for e.g. the table prefix strip pattern, so even a really messy schema can still be used to produce clean names. Underscores Be Gone Another thing you might get rid of are underscores. After all, most naming schemes for entities and their classes use PasCal casing rules and don't allow for underscores to appear. LLBLGen Pro can automatically strip out underscores for you. It's an optional feature, so if you like the underscores, you're not forced to see them go: LLBLGen Pro will leave them alone when ordered to to so. PasCal everywhere... or not, your call LLBLGen Pro can automatically PasCal case names on word breaks. It determines word breaks in a couple of ways: a space marks a word break, an underscore marks a word break and a case difference marks a word break. It will remove spaces in all cases, and based on the underscore removal setting, keep or remove the underscores, and upper-case the first character of a word break fragment, and lower case the rest. Say, we keep the defaults, which is remove underscores and PasCal case always and strip the TBL_ fragment, we get with our example TBL_ORDER_LINES, after stripping TBL_ from the table name two word fragments: ORDER and LINES. The underscores are removed, the first character of each fragment is upper-cased, the rest lower-cased, so this results in OrderLines. Almost there! Pluralization and Singularization In general entity names are singular, like Customer or OrderLine so LLBLGen Pro offers a way to singularize the names. This will convert OrderLines, the result we got after the PasCal casing functionality, into OrderLine, exactly what we're after. Show me the patterns! There are other situations in which you want more flexibility. Say, you have an entity Customer and an entity Order and there's a foreign key constraint defined from the target of Order and the target of Customer. This foreign key constraint results in a 1:n relationship between the entities Customer and Order. A relationship has navigators mapped onto the relationship in both entities the relationship is between. For this particular relationship we'd like to have Customer as navigator in Order and Orders as navigator in Customer, so the relationship becomes Customer.Orders 1:n Order.Customer. To control the naming of these navigators for the various relationship types, LLBLGen Pro defines a set of patterns which allow you, using macros, to define how the auto-created navigator names will look like. For example, if you rather have Customer.OrderCollection, you can do so, by changing the pattern from {$EndEntityName$P} to {$EndEntityName}Collection. The $P directive makes sure the name is pluralized, which is not what you want if you're going for <EntityName>Collection, hence it's removed. When working model first, it's a given you'll create foreign key fields along the way when you define relationships. For example, you've defined two entities: Customer and Order, and they have their fields setup properly. Now you want to define a relationship between them. This will automatically create a foreign key field in the Order entity, which reflects the value of the PK field in Customer. (No worries if you hate the foreign key fields in your classes, on NHibernate and EF these can be hidden in the generated code if you want to). A specific pattern is available for you to direct LLBLGen Pro how to name this foreign key field. For example, if all your entities have Id as PK field, you might want to have a different name than Id as foreign key field. In our Customer - Order example, you might want to have CustomerId instead as foreign key name in Order. The pattern for foreign key fields gives you that freedom. Abbreviations... make sense of OrdNr and friends I already described word breaks in the PasCal casing paragraph, how they're used for the PasCal casing in the constructed name. Word breaks are used for another neat feature LLBLGen Pro has to offer: abbreviation support. Burt, your friendly DBA in the dungeons below the office has a hate-hate relationship with his keyboard: he can't stand it: typing is something he avoids like the plague. This has resulted in tables and fields which have names which are very short, but also very unreadable. Example: our TBL_ORDER_LINES example has a lovely field called ORD_NR. What you would like to see in your fancy new OrderLine entity mapped onto this table is a field called OrderNumber, not a field called OrdNr. What you also like is to not have to rename that field manually. There are better things to do with your time, after all. LLBLGen Pro has you covered. All it takes is to define some abbreviation - full word pairs and during reverse engineering model elements from tables/views, LLBLGen Pro will take care of the rest. For the ORD_NR field, you need two values: ORD as abbreviation and Order as full word, and NR as abbreviation and Number as full word. LLBLGen Pro will now convert every word fragment found with the word breaks which matches an abbreviation to the given full word. They're case sensitive and can be found in the Project Settings: Navigate to Conventions -> Element Name Construction -> Abbreviations. Automatic relational model element naming features Not everyone works database first: it may very well be the case you start from scratch, or have to add additional tables to an existing database. For these situations, it's key you have the flexibility that you can control the created table names and table fields without any work: let the designer create these names based on the entity model you defined and a set of rules. LLBLGen Pro offers several features in this area, which are described in more detail below. These features are found in Project Settings: navigate to Conventions -> Model First Development. Underscores, welcome back! Not every database is case insensitive, and not every organization requires PasCal cased table/field names, some demand all lower or all uppercase names with underscores at word breaks. Say you create an entity model with an entity called OrderLine. You work with Oracle and your organization requires underscores at word breaks: a table created from OrderLine should be called ORDER_LINE. LLBLGen Pro allows you to do that: with a simple checkbox you can order LLBLGen Pro to insert an underscore at each word break for the type of database you're working with: case sensitive or case insensitive. Checking the checkbox Insert underscore at word break case insensitive dbs will let LLBLGen Pro create a table from the entity called Order_Line. Half-way there, as there are still lower case characters there and you need all caps. No worries, see below Casing directives so everyone can sleep well at night For case sensitive databases and case insensitive databases there is one setting for each of them which controls the casing of the name created from a model element (e.g. a table created from an entity definition using the auto-mapping feature). The settings can have the following values: AsProjectElement, AllUpperCase or AllLowerCase. AsProjectElement is the default, and it keeps the casing as-is. In our example, we need to get all upper case characters, so we select AllUpperCase for the setting for case sensitive databases. This will produce the name ORDER_LINE. Sequence naming after a pattern Some databases support sequences, and using model-first development it's key to have sequences, when needed, to be created automatically and if possible using a name which shows where they're used. Say you have an entity Order and you want to have the PK values be created by the database using a sequence. The database you're using supports sequences (e.g. Oracle) and as you want all numeric PK fields to be sequenced, you have enabled this by the setting Auto assign sequences to integer pks. When you're using LLBLGen Pro's auto-map feature, to create new tables and constraints from the model, it will create a new table, ORDER, based on your settings I previously discussed above, with a PK field ID and it also creates a sequence, SEQ_ORDER, which is auto-assigns to the ID field mapping. The name of the sequence is created by using a pattern, defined in the Model First Development setting Sequence pattern, which uses plain text and macros like with the other patterns previously discussed. Grouping and schemas When you start from scratch, and you're working model first, the tables created by LLBLGen Pro will be in a catalog and / or schema created by LLBLGen Pro as well. If you use LLBLGen Pro's grouping feature, which allows you to group entities and other model elements into groups in the project (described in a future blog post), you might want to have that group name reflected in the schema name the targets of the model elements are in. Say you have a model with a group CRM and a group HRM, both with entities unique for these groups, e.g. Employee in HRM, Customer in CRM. When auto-mapping this model to create tables, you might want to have the table created for Employee in the HRM schema but the table created for Customer in the CRM schema. LLBLGen Pro will do just that when you check the setting Set schema name after group name to true (default). This gives you total control over where what is placed in the database from your model. But I want plural table names... and TBL_ prefixes! For now we follow best practices which suggest singular table names and no prefixes/suffixes for names. Of course that won't keep everyone happy, so we're looking into making it possible to have that in a future version. Conclusion LLBLGen Pro offers a variety of options to let the modeling system do as much work for you as possible. Hopefully you enjoyed this little highlight post and that it has given you new insights in the smaller features available to you in LLBLGen Pro, ones you might not have thought off in the first place. Enjoy!

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  • LLBLGen Pro feature highlights: model views

    - by FransBouma
    (This post is part of a series of posts about features of the LLBLGen Pro system) To be able to work with large(r) models, it's key you can view subsets of these models so you can have a better, more focused look at them. For example because you want to display how a subset of entities relate to one another in a different way than the list of entities. LLBLGen Pro offers this in the form of Model Views. Model Views are views on parts of the entity model of a project, and the subsets are displayed in a graphical way. Additionally, one can add documentation to a Model View. As Model Views are displaying parts of the model in a graphical way, they're easier to explain to people who aren't familiar with entity models, e.g. the stakeholders you're interviewing for your project. The documentation can then be used to communicate specifics of the elements on the model view to the developers who have to write the actual code. Below I've included an example. It's a model view on a subset of the entities of AdventureWorks. It displays several entities, their relationships (both relational and inheritance relationships) and also some specifics gathered from the interview with the stakeholder. As the information is inside the actual project the developer will work with, the information doesn't have to be converted back/from e.g .word documents or other intermediate formats, it's the same project. This makes sure there are less errors / misunderstandings. (of course you can hide the docked documentation pane or dock it to another corner). The Model View can contain entities which are placed in different groups. This makes it ideal to group entities together for close examination even though they're stored in different groups. The Model View is a first-class citizen of the code-generator. This means you can write templates which consume Model Views and generate code accordingly. E.g. you can write a template which generates a service per Model View and exposes the entities in the Model View as a single entity graph, fetched through a method. (This template isn't included in the LLBLGen Pro package, but it's easy to write it up yourself with the built-in template editor). Viewing an entity model in different ways is key to fully understand the entity model and Model Views help with that.

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  • LLBLGen Pro feature highlights: grouping model elements

    - by FransBouma
    (This post is part of a series of posts about features of the LLBLGen Pro system) When working with an entity model which has more than a few entities, it's often convenient to be able to group entities together if they belong to a semantic sub-model. For example, if your entity model has several entities which are about 'security', it would be practical to group them together under the 'security' moniker. This way, you could easily find them back, yet they can be left inside the complete entity model altogether so their relationships with entities outside the group are kept. In other situations your domain consists of semi-separate entity models which all target tables/views which are located in the same database. It then might be convenient to have a single project to manage the complete target database, yet have the entity models separate of each other and have them result in separate code bases. LLBLGen Pro can do both for you. This blog post will illustrate both situations. The feature is called group usage and is controllable through the project settings. This setting is supported on all supported O/R mapper frameworks. Situation one: grouping entities in a single model. This situation is common for entity models which are dense, so many relationships exist between all sub-models: you can't split them up easily into separate models (nor do you likely want to), however it's convenient to have them grouped together into groups inside the entity model at the project level. A typical example for this is the AdventureWorks example database for SQL Server. This database, which is a single catalog, has for each sub-group a schema, however most of these schemas are tightly connected with each other: adding all schemas together will give a model with entities which indirectly are related to all other entities. LLBLGen Pro's default setting for group usage is AsVisualGroupingMechanism which is what this situation is all about: we group the elements for visual purposes, it has no real meaning for the model nor the code generated. Let's reverse engineer AdventureWorks to an entity model. By default, LLBLGen Pro uses the target schema an element is in which is being reverse engineered, as the group it will be in. This is convenient if you already have categorized tables/views in schemas, like which is the case in AdventureWorks. Of course this can be switched off, or corrected on the fly. When reverse engineering, we'll walk through a wizard which will guide us with the selection of the elements which relational model data should be retrieved, which we can later on use to reverse engineer to an entity model. The first step after specifying which database server connect to is to select these elements. below we can see the AdventureWorks catalog as well as the different schemas it contains. We'll include all of them. After the wizard completes, we have all relational model data nicely in our catalog data, with schemas. So let's reverse engineer entities from the tables in these schemas. We select in the catalog explorer the schemas 'HumanResources', 'Person', 'Production', 'Purchasing' and 'Sales', then right-click one of them and from the context menu, we select Reverse engineer Tables to Entity Definitions.... This will bring up the dialog below. We check all checkboxes in one go by checking the checkbox at the top to mark them all to be added to the project. As you can see LLBLGen Pro has already filled in the group name based on the schema name, as this is the default and we didn't change the setting. If you want, you can select multiple rows at once and set the group name to something else using the controls on the dialog. We're fine with the group names chosen so we'll simply click Add to Project. This gives the following result:   (I collapsed the other groups to keep the picture small ;)). As you can see, the entities are now grouped. Just to see how dense this model is, I've expanded the relationships of Employee: As you can see, it has relationships with entities from three other groups than HumanResources. It's not doable to cut up this project into sub-models without duplicating the Employee entity in all those groups, so this model is better suited to be used as a single model resulting in a single code base, however it benefits greatly from having its entities grouped into separate groups at the project level, to make work done on the model easier. Now let's look at another situation, namely where we work with a single database while we want to have multiple models and for each model a separate code base. Situation two: grouping entities in separate models within the same project. To get rid of the entities to see the second situation in action, simply undo the reverse engineering action in the project. We still have the AdventureWorks relational model data in the catalog. To switch LLBLGen Pro to see each group in the project as a separate project, open the Project Settings, navigate to General and set Group usage to AsSeparateProjects. In the catalog explorer, select Person and Production, right-click them and select again Reverse engineer Tables to Entities.... Again check the checkbox at the top to mark all entities to be added and click Add to Project. We get two groups, as expected, however this time the groups are seen as separate projects. This means that the validation logic inside LLBLGen Pro will see it as an error if there's e.g. a relationship or an inheritance edge linking two groups together, as that would lead to a cyclic reference in the code bases. To see this variant of the grouping feature, seeing the groups as separate projects, in action, we'll generate code from the project with the two groups we just created: select from the main menu: Project -> Generate Source-code... (or press F7 ;)). In the dialog popping up, select the target .NET framework you want to use, the template preset, fill in a destination folder and click Start Generator (normal). This will start the code generator process. As expected the code generator has simply generated two code bases, one for Person and one for Production: The group name is used inside the namespace for the different elements. This allows you to add both code bases to a single solution and use them together in a different project without problems. Below is a snippet from the code file of a generated entity class. //... using System.Xml.Serialization; using AdventureWorks.Person; using AdventureWorks.Person.HelperClasses; using AdventureWorks.Person.FactoryClasses; using AdventureWorks.Person.RelationClasses; using SD.LLBLGen.Pro.ORMSupportClasses; namespace AdventureWorks.Person.EntityClasses { //... /// <summary>Entity class which represents the entity 'Address'.<br/><br/></summary> [Serializable] public partial class AddressEntity : CommonEntityBase //... The advantage of this is that you can have two code bases and work with them separately, yet have a single target database and maintain everything in a single location. If you decide to move to a single code base, you can do so with a change of one setting. It's also useful if you want to keep the groups as separate models (and code bases) yet want to add relationships to elements from another group using a copy of the entity: you can simply reverse engineer the target table to a new entity into a different group, effectively making a copy of the entity. As there's a single target database, changes made to that database are reflected in both models which makes maintenance easier than when you'd have a separate project for each group, with its own relational model data. Conclusion LLBLGen Pro offers a flexible way to work with entities in sub-models and control how the sub-models end up in the generated code.

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  • Are today's general purpose languages at the right level of abstarction ?

    - by KeesDijk
    Today Uncle Bob Martin, a genuine hero, showed this video In this video Bob Martin claims that our programming languages are at the right level for our problems at this time. One of the reasons I get from this video as that he Bob Martin sees us detail managers and our problems are at the detail level. This is the first time I have to disagree with Bob Martin and was wondering what the people at programmers think about this. First there is a difference between MDA and MDE MDA in itself hasn't worked and I blame way to much formalisation at a level you can't formalize these kind of problems. MDE and MDD are still trying to prove themselves and in my mind show great promise. e.g. look at MetaEdit The detail still needs to be management in my mind, but you do so in one place (framework or generators) instead of at multiple places. Right for our kind of problems ? I think depends on what problems you look at. Do the current programming languages keep up with the current demands on time to market ? Are they good at bridging the business IT communication gap ? So what do you think ?

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