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  • Enhanced Dynamic Filtering

    - by Ricardo Peres
    Remember my last post on dynamic filtering? Well, this time I'm extending the code in order to allow two levels of querying: Match type, represented by the following options: public enum MatchType { StartsWith = 0, Contains = 1 } And word match: public enum WordMatch { AnyWord = 0, AllWords = 1, ExactPhrase = 2 } You can combine the two levels in order to achieve the following combinations: MatchType.StartsWith + WordMatch.AnyWord Matches any record that starts with any of the words specified MatchType.StartsWith + WordMatch.AllWords Not available: does not make sense, throws an exception MatchType.StartsWith + WordMatch.ExactPhrase Matches any record that starts with the exact specified phrase MatchType.Contains + WordMatch.AnyWord Matches any record that contains any of the specified words MatchType.Contains + WordMatch.AllWords Matches any record that contains all of the specified words MatchType.Contains + WordMatch.ExactPhrase Matches any record that contains the exact specified phrase Here is the code: public static IList Search(IQueryable query, Type entityType, String dataTextField, String phrase, MatchType matchType, WordMatch wordMatch, Int32 maxCount) { String [] terms = phrase.Split(' ').Distinct().ToArray(); StringBuilder result = new StringBuilder(); PropertyInfo displayProperty = entityType.GetProperty(dataTextField); IList searchList = null; MethodInfo orderByMethod = typeof(Queryable).GetMethods(BindingFlags.Public | BindingFlags.Static).Where(m = m.Name == "OrderBy").ToArray() [ 0 ].MakeGenericMethod(entityType, displayProperty.PropertyType); MethodInfo takeMethod = typeof(Queryable).GetMethod("Take", BindingFlags.Public | BindingFlags.Static).MakeGenericMethod(entityType); MethodInfo whereMethod = typeof(Queryable).GetMethods(BindingFlags.Public | BindingFlags.Static).Where(m = m.Name == "Where").ToArray() [ 0 ].MakeGenericMethod(entityType); MethodInfo distinctMethod = typeof(Queryable).GetMethods(BindingFlags.Public | BindingFlags.Static).Where(m = m.Name == "Distinct" && m.GetParameters().Length == 1).Single().MakeGenericMethod(entityType); MethodInfo toListMethod = typeof(Enumerable).GetMethod("ToList", BindingFlags.Static | BindingFlags.Public).MakeGenericMethod(entityType); MethodInfo matchMethod = typeof(String).GetMethod ( (matchType == MatchType.StartsWith) ? "StartsWith" : "Contains", new Type [] { typeof(String) } ); MemberExpression member = Expression.MakeMemberAccess ( Expression.Parameter(entityType, "n"), displayProperty ); MethodCallExpression call = null; LambdaExpression where = null; LambdaExpression orderBy = Expression.Lambda ( member, member.Expression as ParameterExpression ); switch (matchType) { case MatchType.StartsWith: switch (wordMatch) { case WordMatch.AnyWord: call = Expression.Call ( member, matchMethod, Expression.Constant(terms [ 0 ]) ); where = Expression.Lambda ( call, member.Expression as ParameterExpression ); for (Int32 i = 1; i ()); where = Expression.Lambda ( Expression.Or ( where.Body, exp ), where.Parameters.ToArray() ); } break; case WordMatch.ExactPhrase: call = Expression.Call ( member, matchMethod, Expression.Constant(phrase) ); where = Expression.Lambda ( call, member.Expression as ParameterExpression ); break; case WordMatch.AllWords: throw (new Exception("The match type StartsWith is not supported with word match AllWords")); } break; case MatchType.Contains: switch (wordMatch) { case WordMatch.AnyWord: call = Expression.Call ( member, matchMethod, Expression.Constant(terms [ 0 ]) ); where = Expression.Lambda ( call, member.Expression as ParameterExpression ); for (Int32 i = 1; i ()); where = Expression.Lambda ( Expression.Or ( where.Body, exp ), where.Parameters.ToArray() ); } break; case WordMatch.ExactPhrase: call = Expression.Call ( member, matchMethod, Expression.Constant(phrase) ); where = Expression.Lambda ( call, member.Expression as ParameterExpression ); break; case WordMatch.AllWords: call = Expression.Call ( member, matchMethod, Expression.Constant(terms [ 0 ]) ); where = Expression.Lambda ( call, member.Expression as ParameterExpression ); for (Int32 i = 1; i ()); where = Expression.Lambda ( Expression.AndAlso ( where.Body, exp ), where.Parameters.ToArray() ); } break; } break; } query = orderByMethod.Invoke(null, new Object [] { query, orderBy }) as IQueryable; query = whereMethod.Invoke(null, new Object [] { query, where }) as IQueryable; if (maxCount != 0) { query = takeMethod.Invoke(null, new Object [] { query, maxCount }) as IQueryable; } searchList = toListMethod.Invoke(null, new Object [] { query }) as IList; return (searchList); } And this is how you'd use it: IQueryable query = ctx.MyEntities; IList list = Search(query, typeof(MyEntity), "Name", "Ricardo Peres", MatchType.Contains, WordMatch.ExactPhrase, 10 /*0 for all*/); SyntaxHighlighter.config.clipboardSwf = 'http://alexgorbatchev.com/pub/sh/2.0.320/scripts/clipboard.swf'; SyntaxHighlighter.brushes.CSharp.aliases = ['c#', 'c-sharp', 'csharp']; SyntaxHighlighter.all();

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  • HTML5 or Javascript game engine to develop a browser game

    - by Jack Duluoz
    I would like to start developing a MMO browser game, like Travian or Ogame, probably involving also a bit of more sophisticated graphical features such as players interacting in real time with a 2d map or something like that. My main doubt is what kind of development tools I should use: I've a good experience with PHP and MySQL for the server side and Javascript (and jQuery) regarding the client side. Coding everything from scratch would be of course really painful so I was wondering if I should use a javascript game engine or not. Are there (possibly free) game engine you would recommend? Are they good enough to develop a big game? Also, I saw a lot of HTML5 games popping up lately but I'm now sure if using HTML5 is a good idea or not. Would you recommend it? What are the pro and cons about using HTML5? If you'd recommend it, do you have any good links regarding game development with HTML5? (PS: I know that HTML5 and a Javascript engine are not mutually exclusive, I just didn't know how to formulate a proper title since English is not my main language. So, please, answer addressing HTML5 and a game engine pro and cons separately)

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  • BoundingBox created from mesh to origin, making it bigger

    - by Gunnar Södergren
    I'm working on a level-based survival game and I want to design my scenes in Maya and export them as a single model (with multiple meshes) into XNA. My problem is that when I try to create Bounding Boxes(for Collision purposes) for each of the meshes, the are calculated from origin to the far-end of the current mesh, so to speak. I'm thinking that it might have something to do with the position each mesh brings from Maya and that it's interpreted wrongly... or something. Here's the code for when I create the boxes: private static BoundingBox CreateBoundingBox(Model model, ModelMesh mesh) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); BoundingBox result = new BoundingBox(); foreach (ModelMeshPart meshPart in mesh.MeshParts) { BoundingBox? meshPartBoundingBox = GetBoundingBox(meshPart, boneTransforms[mesh.ParentBone.Index]); if (meshPartBoundingBox != null) result = BoundingBox.CreateMerged(result, meshPartBoundingBox.Value); } result = new BoundingBox(result.Min, result.Max); return result; } private static BoundingBox? GetBoundingBox(ModelMeshPart meshPart, Matrix transform) { if (meshPart.VertexBuffer == null) return null; Vector3[] positions = VertexElementExtractor.GetVertexElement(meshPart, VertexElementUsage.Position); if (positions == null) return null; Vector3[] transformedPositions = new Vector3[positions.Length]; Vector3.Transform(positions, ref transform, transformedPositions); for (int i = 0; i < transformedPositions.Length; i++) { Console.WriteLine(" " + transformedPositions[i]); } return BoundingBox.CreateFromPoints(transformedPositions); } public static class VertexElementExtractor { public static Vector3[] GetVertexElement(ModelMeshPart meshPart, VertexElementUsage usage) { VertexDeclaration vd = meshPart.VertexBuffer.VertexDeclaration; VertexElement[] elements = vd.GetVertexElements(); Func<VertexElement, bool> elementPredicate = ve => ve.VertexElementUsage == usage && ve.VertexElementFormat == VertexElementFormat.Vector3; if (!elements.Any(elementPredicate)) return null; VertexElement element = elements.First(elementPredicate); Vector3[] vertexData = new Vector3[meshPart.NumVertices]; meshPart.VertexBuffer.GetData((meshPart.VertexOffset * vd.VertexStride) + element.Offset, vertexData, 0, vertexData.Length, vd.VertexStride); return vertexData; } } Here's a link to the picture of the mesh(The model holds six meshes, but I'm only rendering one and it's bounding box to make it clearer: http://www.gsodergren.se/portfolio/wp-content/uploads/2011/10/Screen-shot-2011-10-24-at-1.16.37-AM.png The mesh that I'm refering to is the Cubelike one. The cylinder is a completely different model and not part of any bounding box calculation. I've double- (and tripple-)-checked that this mesh corresponds to this bounding box. Any thoughts on what I'm doing wrong?

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  • Segfault when iterating over a map<string, string> and drawing its contents using SDL_TTF

    - by Michael Stahre
    I'm not entirely sure this question belongs on gamedev.stackexchange, but I'm technically working on a game and working with SDL, so it might not be entirely offtopic. I've written a class called DebugText. The point of the class is to have a nice way of printing values of variables to the game screen. The idea is to call SetDebugText() with the variables in question every time they change or, as is currently the case, every time the game's Update() is called. The issue is that when iterating over the map that contains my variables and their latest updated values, I get segfaults. See the comments in DrawDebugText() below, it specifies where the error happens. I've tried splitting the calls to it-first and it-second into separate lines and found that the problem doesn't always happen when calling it-first. It alters between it-first and it-second. I can't find a pattern. It doesn't fail on every call to DrawDebugText() either. It might fail on the third time DrawDebugText() is called, or it might fail on the fourth. Class header: #ifndef CLIENT_DEBUGTEXT_H #define CLIENT_DEBUGTEXT_H #include <Map> #include <Math.h> #include <sstream> #include <SDL.h> #include <SDL_ttf.h> #include "vector2.h" using std::string; using std::stringstream; using std::map; using std::pair; using game::Vector2; namespace game { class DebugText { private: TTF_Font* debug_text_font; map<string, string>* debug_text_list; public: void SetDebugText(string var, bool value); void SetDebugText(string var, float value); void SetDebugText(string var, int value); void SetDebugText(string var, Vector2 value); void SetDebugText(string var, string value); int DrawDebugText(SDL_Surface*, SDL_Rect*); void InitDebugText(); void Clear(); }; } #endif Class source file: #include "debugtext.h" namespace game { // Copypasta function for handling the toString conversion template <class T> inline string to_string (const T& t) { stringstream ss (stringstream::in | stringstream::out); ss << t; return ss.str(); } // Initializes SDL_TTF and sets its font void DebugText::InitDebugText() { if(TTF_WasInit()) TTF_Quit(); TTF_Init(); debug_text_font = TTF_OpenFont("LiberationSans-Regular.ttf", 16); TTF_SetFontStyle(debug_text_font, TTF_STYLE_NORMAL); } // Iterates over the current debug_text_list and draws every element on the screen. // After drawing with SDL you need to get a rect specifying the area on the screen that was changed and tell SDL that this part of the screen needs to be updated. this is done in the game's Draw() function // This function sets rects_to_update to the new list of rects provided by all of the surfaces and returns the number of rects in the list. These two parameters are used in Draw() when calling on SDL_UpdateRects(), which takes an SDL_Rect* and a list length int DebugText::DrawDebugText(SDL_Surface* screen, SDL_Rect* rects_to_update) { if(debug_text_list == NULL) return 0; if(!TTF_WasInit()) InitDebugText(); rects_to_update = NULL; // Specifying the font color SDL_Color font_color = {0xff, 0x00, 0x00, 0x00}; // r, g, b, unused int row_count = 0; string line; // The iterator variable map<string, string>::iterator it; // Gets the iterator and iterates over it for(it = debug_text_list->begin(); it != debug_text_list->end(); it++) { // Takes the first value (the name of the variable) and the second value (the value of the parameter in string form) //---------THIS LINE GIVES ME SEGFAULTS----- line = it->first + ": " + it->second; //------------------------------------------ // Creates a surface with the text on it that in turn can be rendered to the screen itself later SDL_Surface* debug_surface = TTF_RenderText_Solid(debug_text_font, line.c_str(), font_color); if(debug_surface == NULL) { // A standard check for errors fprintf(stderr, "Error: %s", TTF_GetError()); return NULL; } else { // If SDL_TTF did its job right, then we now set a destination rect row_count++; SDL_Rect dstrect = {5, 5, 0, 0}; // x, y, w, h dstrect.x = 20; dstrect.y = 20*row_count; // Draws the surface with the text on it to the screen int res = SDL_BlitSurface(debug_surface,NULL,screen,&dstrect); if(res != 0) { //Just an error check fprintf(stderr, "Error: %s", SDL_GetError()); return NULL; } // Creates a new rect to specify the area that needs to be updated with SDL_Rect* new_rect_to_update = (SDL_Rect*) malloc(sizeof(SDL_Rect)); new_rect_to_update->h = debug_surface->h; new_rect_to_update->w = debug_surface->w; new_rect_to_update->x = dstrect.x; new_rect_to_update->y = dstrect.y; // Just freeing the surface since it isn't necessary anymore SDL_FreeSurface(debug_surface); // Creates a new list of rects with room for the new rect SDL_Rect* newtemp = (SDL_Rect*) malloc(row_count*sizeof(SDL_Rect)); // Copies the data from the old list of rects to the new one memcpy(newtemp, rects_to_update, (row_count-1)*sizeof(SDL_Rect)); // Adds the new rect to the new list newtemp[row_count-1] = *new_rect_to_update; // Frees the memory used by the old list free(rects_to_update); // And finally redirects the pointer to the old list to the new list rects_to_update = newtemp; newtemp = NULL; } } // When the entire map has been iterated over, return the number of lines that were drawn, ie. the number of rects in the returned rect list return row_count; } // The SetDebugText used by all the SetDebugText overloads // Takes two strings, inserts them into the map as a pair void DebugText::SetDebugText(string var, string value) { if (debug_text_list == NULL) { debug_text_list = new map<string, string>(); } debug_text_list->erase(var); debug_text_list->insert(pair<string, string>(var, value)); } // Writes the bool to a string and calls SetDebugText(string, string) void DebugText::SetDebugText(string var, bool value) { string result; if (value) result = "True"; else result = "False"; SetDebugText(var, result); } // Does the same thing, but uses to_string() to convert the float void DebugText::SetDebugText(string var, float value) { SetDebugText(var, to_string(value)); } // Same as above, but int void DebugText::SetDebugText(string var, int value) { SetDebugText(var, to_string(value)); } // Vector2 is a struct of my own making. It contains the two float vars x and y void DebugText::SetDebugText(string var, Vector2 value) { SetDebugText(var + ".x", to_string(value.x)); SetDebugText(var + ".y", to_string(value.y)); } // Empties the list. I don't actually use this in my code. Shame on me for writing something I don't use. void DebugText::Clear() { if(debug_text_list != NULL) debug_text_list->clear(); } }

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  • String.IsNullOrWhiteSpace

    - by Scott Dorman
    An empty string is different than an unassigned string variable (which is null), and is a string containing no characters between the quotes (""). The .NET Framework provides String.Empty to represent an empty string, and there is no practical difference between ("") and String.Empty. One of the most common string comparisons to perform is to determine if a string variable is equal to an empty string. The fastest and simplest way to determine if a string is empty is to test if the Length property is equal to 0. However, since strings are reference types it is possible for a string variable to be null, which would result in a runtime error when you tried to access the Length property. Since testing to determine if a string is empty is such a common occurrence, the .NET Framework provides the static method String.IsNullOrEmpty method: public static bool IsNullOrEmpty(string value) { if (value != null) { return (value.Length == 0); }   return true; } It is also very common to determine if a string is empty and contains more than just whitespace characters. For example, String.IsNullOrEmpty("   ") would return false, since this string is actually made up of three whitespace characters. In some cases, this may be acceptable, but in many others it is not. TO help simplify testing this scenario, the .NET Framework 4 introduces the String.IsNullOrWhiteSpace method: public static bool IsNullOrWhiteSpace(string value) { if (value != null) { for (int i = 0; i < value.Length; i++) { if (!char.IsWhiteSpace(value[i])) { return false; } } } return true; }   Using either String.IsNullOrEmpty or String.IsNullOrWhiteSpace helps ensure correctness, readability, and consistency, so they should be used in all situations where you need to determine if a string is null, empty, or contains only whitespace characters. Technorati Tags: .NET,C# 4

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  • Call for Papers Ends March 21

    - by jack.flynn
    Have Something to Say? Better Say So Now. The Call for Papers for Oracle OpenWorld and the Develop Stream of JavaOne+Develop ends at midnight on Sunday, March 21. So if you want to be a part of the most influential IT events of the year, don't let this chance pass you by. This year offers opportunities to speak out about some new subjects: Oracle OpenWorld adds a whole new Server and Storage Systems stream, including Sun servers, Sun storage and tape, and Oracle Solaris operating system. And the Develop audience should be larger and more energetic than ever now that it's co-located with JavaOne. If you have something important to say, this is the time to let us know. Find all the information on the Call for Papers process, timeline, and guidelines here.

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  • Screen (command-line program) bug?

    - by VioletCrime
    fired up my Minecraft server again after about a year off. My server used to run 11.04, which has since been upgraded to 12.04; I lost my management scripts in the upgrade (thought I'd backed up the user's home directory), but whatever, I enjoy developing stuff like that anyways. However, this time around, I'm running into issues. I start the Minecraft server using a detached screen, however the script is unable to 'stuff' commands into the screen instance until I attach to the screen then detach again? Once I do that, I can stuff anything I want into the server's terminal using the -X option, until I stop/start the server again, then I have to reattach and detach in order to restore functionality? Here's the manager script: #!/bin/bash #Name of the screen housing the server (set with the -S flag at startup) SCREENNAME=minecraft1 #Name of the folder housing the Minecraft world FOLDERNAME=world1 startServer (){ if screen -list | grep "$SCREENNAME" > /dev/null then echo "Cannot start Minecraft server; it is already running!" else screen -dmS $SCREENNAME java -Xmx1024M -Xms1024M -jar minecraft_server.jar sleep 2 if screen -list | grep "$SCREENNAME" > /dev/null then echo "Minecraft server started; happy mining!" else echo "ERROR: Minecraft server failed to start!" fi fi; } stopServer (){ if screen -list | grep "$SCREENNAME" > /dev/null then echo "Server is running. Giving a 1-minute warning." screen -S $SCREENNAME -X stuff "/say Shutting down (halt) in one minute." screen -S $SCREENNAME -X stuff $'\015' sleep 45 screen -S $SCREENNAME -X stuff "/say Shutting down (halt) in 15 seconds." screen -S $SCREENNAME -X stuff $'\015' sleep 15 screen -S $SCREENNAME -X stuff "/stop" screen -S $SCREENNAME -X stuff $'\015' else echo "Server is not running; nothing to stop." fi; } stopServerNow (){ if screen -list | grep "$SCREENNAME" > /dev/null then echo "Server is running. Giving a 5-second warning." screen -S $SCREENNAME -X stuff "/say EMERGENCY SHUTDOWN! 5 seconds to halt." screen -S $SCREENNAME -X stuff $'\015' sleep 5 screen -S $SCREENNAME -X stuff "/stop" screen -S $SCREENNAME -X stuff $'\015' else echo "Server is not running; nothing to stop." fi; } restartServer (){ if screen -list | grep "$SCREENNAME" > /dev/null then echo "Server is running. Giving a 1-minute warning." screen -S $SCREENNAME -X stuff "/say Shutting down (restart) in one minute." screen -S $SCREENNAME -X stuff $'\015' sleep 45 screen -S $SCREENNAME -X stuff "/say Shutting down (restart) in 15 seconds." screen -S $SCREENNAME -X stuff $'\015' sleep 15 screen -S $SCREENNAME -X stuff "/stop" screen -S $SCREENNAME -X stuff $'\015' sleep 2 startServer else echo "Cannot restart server: it isn't running." fi; } #In order for this function to work, a directory 'backup/$FOLDERNAME' must exist in the same #directory that '$FOLDERNAME' resides backupWorld (){ if screen -list | grep "$SCREENNAME" > /dev/null then echo "Server is running. Giving a 1-minute warning." screen -S $SCREENNAME -X stuff "/say Shutting down (backup) in one minute." screen -S $SCREENNAME -X stuff $'\015' screen -S $SCREENNAME -X stuff "/say Server should be down for no more than a few seconds." screen -S $SCREENNAME -X stuff $'\015' sleep 45 screen -S $SCREENNAME -X stuff "/say Shutting down for backup in 15 seconds." screen -S $SCREENNAME -X stuff $'\015' sleep 15 screen -S $SCREENNAME -X stuff "/stop" screen -S $SCREENNAME -X stuff $'\015' fi sleep 2 if screen -list | grep $SCREENNAME > /dev/null then echo "Server is still running? Error." else cd .. tar -czvf backup0.tar.gz $FOLDERNAME mv backup0.tar.gz backup/$FOLDERNAME cd backup/$FOLDERNAME rm backup10.tar.gz mv backup9.tar.gz backup10.tar.gz mv backup8.tar.gz backup9.tar.gz mv backup7.tar.gz backup8.tar.gz mv backup6.tar.gz backup7.tar.gz mv backup5.tar.gz backup6.tar.gz mv backup4.tar.gz backup5.tar.gz mv backup3.tar.gz backup4.tar.gz mv backup2.tar.gz backup3.tar.gz mv backup1.tar.gz backup2.tar.gz mv backup0.tar.gz backup1.tar.gz cd ../../$FOLDERNAME screen -dmS $SCREENNAME java -Xmx1024M -Xms1024M -jar minecraft_server.jar; sleep 2 if screen -list | grep "$SCREENNAME" > /dev/null then echo "Minecraft server restarted; happy mining!" else echo "ERROR: Minecraft server failed to start!" fi fi; } printCommands (){ echo echo "$0 usage:" echo echo "Start : Starts the server on a detached screen." echo "Stop : Stop the server; includes a 1-minute warning." echo "StopNOW : Stops the server with only a 5-second warning." echo "Restart : Stops the server and starts the server again." echo "Backup : Stops the server (1 min), backs up the world, and restarts." echo "Help : Display this message." } #Forces case-insensitive string comparisons shopt -s nocasematch #Primary 'Switch' if [[ $1 = "start" ]] then startServer elif [[ $1 = "stop" ]] then stopServer elif [[ $1 = "stopnow" ]] then stopServerNow elif [[ $1 = "backup" ]] then backupWorld elif [[ $1 = "restart" ]] then restartServer else printCommands fi

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  • Change Data Capture

    - by Ricardo Peres
    There's an hidden gem in SQL Server 2008: Change Data Capture (CDC). Using CDC we get full audit capabilities with absolutely no implementation code: we can see all changes made to a specific table, including the old and new values! You can only use CDC in SQL Server 2008 Standard or Enterprise, Express edition is not supported. Here are the steps you need to take, just remember SQL Agent must be running: use SomeDatabase; -- first create a table CREATE TABLE Author ( ID INT NOT NULL PRIMARY KEY IDENTITY(1, 1), Name NVARCHAR(20) NOT NULL, EMail NVARCHAR(50) NOT NULL, Birthday DATE NOT NULL ) -- enable CDC at the DB level EXEC sys.sp_cdc_enable_db -- check CDC is enabled for the current DB SELECT name, is_cdc_enabled FROM sys.databases WHERE name = 'SomeDatabase' -- enable CDC for table Author, all columns exec sys.sp_cdc_enable_table @source_schema = 'dbo', @source_name = 'Author', @role_name = null -- insert values into table Author insert into Author (Name, EMail, Birthday, Username) values ('Bla', 'bla@bla', 1990-10-10, 'bla') -- check CDC data for table Author -- __$operation: 1 = DELETE, 2 = INSERT, 3 = BEFORE UPDATE 4 = AFTER UPDATE -- __$start_lsn: operation timestamp select * from cdc.dbo_author_CT -- update table Author update Author set EMail = '[email protected]' where Name = 'Bla' -- check CDC data for table Author select * from cdc.dbo_author_CT -- delete from table Author delete from Author -- check CDC data for table Author select * from cdc.dbo_author_CT -- disable CDC for table Author -- this removes all CDC data, so be carefull exec sys.sp_cdc_disable_table @source_schema = 'dbo', @source_name = 'Author', @capture_instance = 'dbo_Author' -- disable CDC for the entire DB -- this removes all CDC data, so be carefull exec sys.sp_cdc_disable_db SyntaxHighlighter.config.clipboardSwf = 'http://alexgorbatchev.com/pub/sh/2.0.320/scripts/clipboard.swf'; SyntaxHighlighter.all();

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  • Why is a fully transparent pixel still rendered?

    - by Mr Bell
    I am trying to make a pixel shader that achieves an effect similar to this video http://www.youtube.com/watch?v=f1uZvurrhig&feature=related My basic idea is render the scene to a temp render target then Render the previously rendered image with a slight fade on to another temp render target Draw the current scene on top of that Draw the results on to a render target that persists between draws Draw the results on to the screen But I am having problems with the fading portion. If I have my pixel shader return a color with its A component set to 0, shouldn't that basically amount to drawing nothing? (Assuming that sprite batch blend mode is set to AlphaBlend) To test this I have my pixel shader return a transparent red color. Instead of nothing being drawn, it draws a partially transparent red box. I hope that my question makes sense, but if it doesnt please ask me to clarify Here is the drawing code public override void Draw(GameTime gameTime) { GraphicsDevice.SamplerStates[1] = SamplerState.PointWrap; drawImageOnClearedRenderTarget(presentationTarget, tempRenderTarget, fadeEffect); drawImageOnRenderTarget(sceneRenderTarget, tempRenderTarget); drawImageOnClearedRenderTarget(tempRenderTarget, presentationTarget); GraphicsDevice.SetRenderTarget(null); drawImage(backgroundTexture); drawImage(presentationTarget); base.Draw(gameTime); } private void drawImage(Texture2D image, Effect effect = null) { spriteBatch.Begin(0, BlendState.AlphaBlend, SamplerState.PointWrap, null, null, effect); spriteBatch.Draw(image, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); } private void drawImageOnRenderTarget(Texture2D image, RenderTarget2D target, Effect effect = null) { GraphicsDevice.SetRenderTarget(target); drawImage(image, effect); } private void drawImageOnClearedRenderTarget(Texture2D image, RenderTarget2D target, Effect effect = null) { GraphicsDevice.SetRenderTarget(target); GraphicsDevice.Clear(Color.Transparent); drawImage(image, effect); } Here is the fade pixel shader sampler TextureSampler : register(s0); float4 PixelShaderFunction(float2 texCoord : TEXCOORD0) : COLOR0 { float4 c = 0; c = tex2D(TextureSampler, texCoord); //c.a = clamp(c.a - 0.05, 0, 1); c.r = 1; c.g = 0; c.b = 0; c.a = 0; return c; } technique Fade { pass Pass1 { PixelShader = compile ps_2_0 PixelShaderFunction(); } }

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  • texture mapping with lib3ds and SOIL help

    - by Adam West
    I'm having trouble with my project for loading a texture map onto a model. Any insight into what is going wrong with my code is fantastic. Right now the code only renders a teapot which I have assinged after creating it in 3DS Max. 3dsloader.cpp #include "3dsloader.h" Object::Object(std:: string filename) { m_TotalFaces = 0; m_model = lib3ds_file_load(filename.c_str()); // If loading the model failed, we throw an exception if(!m_model) { throw strcat("Unable to load ", filename.c_str()); } // set properties of texture coordinate generation for both x and y coordinates glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); // if not already enabled, enable texture generation if(! glIsEnabled(GL_TEXTURE_GEN_S)) glEnable(GL_TEXTURE_GEN_S); if(! glIsEnabled(GL_TEXTURE_GEN_T)) glEnable(GL_TEXTURE_GEN_T); } Object::~Object() { if(m_model) // if the file isn't freed yet lib3ds_file_free(m_model); //free up memory glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); } void Object::GetFaces() { m_TotalFaces = 0; Lib3dsMesh * mesh; // Loop through every mesh. for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next) { // Add the number of faces this mesh has to the total number of faces. m_TotalFaces += mesh->faces; } } void Object::CreateVBO() { assert(m_model != NULL); // Calculate the number of faces we have in total GetFaces(); // Allocate memory for our vertices and normals Lib3dsVector * vertices = new Lib3dsVector[m_TotalFaces * 3]; Lib3dsVector * normals = new Lib3dsVector[m_TotalFaces * 3]; Lib3dsTexel* texCoords = new Lib3dsTexel[m_TotalFaces * 3]; Lib3dsMesh * mesh; unsigned int FinishedFaces = 0; // Loop through all the meshes for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next) { lib3ds_mesh_calculate_normals(mesh, &normals[FinishedFaces*3]); // Loop through every face for(unsigned int cur_face = 0; cur_face < mesh->faces;cur_face++) { Lib3dsFace * face = &mesh->faceL[cur_face]; for(unsigned int i = 0;i < 3;i++) { memcpy(&texCoords[FinishedFaces*3 + i], mesh->texelL[face->points[ i ]], sizeof(Lib3dsTexel)); memcpy(&vertices[FinishedFaces*3 + i], mesh->pointL[face->points[ i ]].pos, sizeof(Lib3dsVector)); } FinishedFaces++; } } // Generate a Vertex Buffer Object and store it with our vertices glGenBuffers(1, &m_VertexVBO); glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, vertices, GL_STATIC_DRAW); // Generate another Vertex Buffer Object and store the normals in it glGenBuffers(1, &m_NormalVBO); glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, normals, GL_STATIC_DRAW); // Generate a third VBO and store the texture coordinates in it. glGenBuffers(1, &m_TexCoordVBO); glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsTexel) * 3 * m_TotalFaces, texCoords, GL_STATIC_DRAW); // Clean up our allocated memory delete vertices; delete normals; delete texCoords; // We no longer need lib3ds lib3ds_file_free(m_model); m_model = NULL; } void Object::applyTexture(const char*texfilename) { float imageWidth; float imageHeight; glGenTextures(1, & textureObject); // allocate memory for one texture textureObject = SOIL_load_OGL_texture(texfilename,SOIL_LOAD_AUTO,SOIL_CREATE_NEW_ID,SOIL_FLAG_MIPMAPS); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glBindTexture(GL_TEXTURE_2D, textureObject); // use our newest texture glGetTexLevelParameterfv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&imageWidth); glGetTexLevelParameterfv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&imageHeight); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // give the best result for texture magnification glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //give the best result for texture minification glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); // don't repeat texture glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // don't repeat textureglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // don't repeat texture glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_MODULATE); glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,imageWidth,imageHeight,0,GL_RGB,GL_UNSIGNED_BYTE,& textureObject); } void Object::Draw() const { // Enable vertex, normal and texture-coordinate arrays. glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Bind the VBO with the normals. glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO); // The pointer for the normals is NULL which means that OpenGL will use the currently bound VBO. glNormalPointer(GL_FLOAT, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO); glTexCoordPointer(2, GL_FLOAT, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO); glVertexPointer(3, GL_FLOAT, 0, NULL); // Render the triangles. glDrawArrays(GL_TRIANGLES, 0, m_TotalFaces * 3); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } 3dsloader.h #include "main.h" #include "lib3ds/file.h" #include "lib3ds/mesh.h" #include "lib3ds/material.h" class Object { public: Object(std:: string filename); virtual ~Object(); virtual void Draw() const; virtual void CreateVBO(); void applyTexture(const char*texfilename); protected: void GetFaces(); unsigned int m_TotalFaces; Lib3dsFile * m_model; Lib3dsMesh* Mesh; GLuint textureObject; GLuint m_VertexVBO, m_NormalVBO, m_TexCoordVBO; }; Called in the main cpp file with: VBO,apply texture and draw (pretty simple, how ironic) and thats it, please help me forum :)

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  • How to change metamode in xorg.conf so that my game in FHD will be displayed only in the external monitor?

    - by Patryk
    I would like to launch my game only in the external monitor which I have attached to my laptop with hdmi cable. This is my current xorg.conf # nvidia-xconfig: X configuration file generated by nvidia-xconfig # nvidia-xconfig: version 319.60 (buildmeister@swio-display-x64-rhel04-15) Wed Sep 25 15:17:31 PDT 2013 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" Identifier "Monitor0" VendorName "Unknown" ModelName "Unknown" HorizSync 28.0 - 33.0 VertRefresh 43.0 - 72.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "metamodes" "1024x786,NULL;1280x720,NULL;NULL,1680x1050;NULL,1920x1080" SubSection "Display" Depth 24 EndSubSection EndSection Although with this config nothing changes (I have my game displayed in the laptop screen and exceeding a little bit onto the external monitor since I set it to be in 1920x1080) I have read this https://help.ubuntu.com/community/XineramaHowTo but with no luck of solving this issue. The only temporary solution for this problem now is to manually switch of the laptop display and then launch the game.

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  • Making profit - Adsense contains too many stopwords

    - by Jack
    I was thinking of using Adsense, but after I've read about the stopwords policy... Too many words are banned: "a**, s**t, id**t, a****le, bu****it," etc.. That generally means that I cannot use Adsense, unless I edit my posts. How else would I go about making some profit out of my site? I don't want to use things like popups, text-link ads, I can't post many shoplinks, and my site is too small to sell adspace. For specific reasons, I also don't do videos, am not planning on starting a forum or premium content, or anything very close to what's in this sentence. The reason for this post is basically the fact that I've seen sites without any ads, huge sites, and I started to wonder: how do they make money? That was Gizmodo to be precise. Some info about my site: It's a blog where I review games and post news. There is no forum, no registration.

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  • Algorithm for approximating sihlouette image as polygon

    - by jack
    I want to be able to analyze a texture in real time and approximate a polygon to represent a silhouette. Imagine a person standing in front of a green screen and I want to approximately trace around their outline and get a 2D polygon as the result. Are there algorithms to do this and are they fast enough to work frame-to-frame in a game? (I have found algorithms to triangulate polygons, but I am having trouble knowing what to search for that describes my goal.)

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  • Dynamic Environment Creation

    - by Jack
    I was wondering, I'm thinking on a more small-scale, abstracted level, but how does one create a dynamic environment a la Minecraft? In specific, I'm thinking of the world as a 3 dimensional array of block objects, how is it made so that large features such as oceans are created? The language isn't important, I'm thinking on a conceptual level, but if it helps, I use C# or C++. Thanks for any help!

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  • Is it possible to have multiple sets of key columns in a table?

    - by Peter Larsson
    Filtered indexes is one of my new favorite things with SQL Server 2008. I am currently working on designing a new datawarehouse. There are two restrictions doing this It has to be fed from the old legacy system with both historical data and new data It has to be fed from the new business system with new data When we incorporate the new business system, we are going to do that for one market only. It means the old legacy business system still will produce new data for other markets (together with historical data for all markets) and the new business system produce new data to that one market only. Sounds interesting this far? To accomplish this I did a thorough research about the business requirements about the business intelligence needs. Then I went on to design the sucker. How does this relate to filtered indexes you ask? I'll give one example, the Stock transaction table. Well, the key columns for the old legacy system are different from the key columns from the new business system. The old legacy system has a key of 5 columns Movement date Movement time Product code Order number Sequence number within shipment And to all thing, I found out that the Movement Time column is not really a time. It starts out like a time HH:MM:SS but seconds are added for each delivery within the shipment, so a Movement Time can look like "12:11:68". The sequence number is ordered over the distributors for shipment. As I said, it is a legacy system. The new business system has one key column, the Movement DateTime (accuracy down to 100th of nanosecond). So how to deal with this? On thing would be to have two stock transaction tables, one for legacy system and one for the new business system. But that would lead to a maintenance overhead and using partitioned views for getting data out of the warehouse. Filtered index will be of a great use here. MovementDate DATETIME2(7) MovementTime CHAR(8) NULL ProductCode VARCHAR(15) NOT NULL OrderNumber VARCHAR(30) NULL SequenceNumber INT NULL The sequence number is not even used in the new system, so I created a clustered index for a new IDENTITY column to make a new identity column which can be shared by both systems. Then I created one unique filtered index for old system like this CREATE UNIQUE NONCLUSTERED INDEX IX_Legacy (MovementDate, MovementTime, ProductCode, SequenceNumber) INCLUDE (OrderNumber, Col5, Col6, ... ) WHERE SequenceNumber IS NOT NULL And then I created a new unique filtered index for the new business system like this CREATE UNIQUE NONCLUSTERED INDEX IX_Business (MovementDate) INCLUDE (ProductCode, OrderNumber, Col12, ... ) WHERE SequenceNumber IS NULL This way I can have multiple sets of key columns on same base table which is shared by both systems.

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  • C#: Handling Notifications: inheritance, events, or delegates?

    - by James Michael Hare
    Often times as developers we have to design a class where we get notification when certain things happen. In older object-oriented code this would often be implemented by overriding methods -- with events, delegates, and interfaces, however, we have far more elegant options. So, when should you use each of these methods and what are their strengths and weaknesses? Now, for the purposes of this article when I say notification, I'm just talking about ways for a class to let a user know that something has occurred. This can be through any programmatic means such as inheritance, events, delegates, etc. So let's build some context. I'm sitting here thinking about a provider neutral messaging layer for the place I work, and I got to the point where I needed to design the message subscriber which will receive messages from the message bus. Basically, what we want is to be able to create a message listener and have it be called whenever a new message arrives. Now, back before the flood we would have done this via inheritance and an abstract class: 1:  2: // using inheritance - omitting argument null checks and halt logic 3: public abstract class MessageListener 4: { 5: private ISubscriber _subscriber; 6: private bool _isHalted = false; 7: private Thread _messageThread; 8:  9: // assign the subscriber and start the messaging loop 10: public MessageListener(ISubscriber subscriber) 11: { 12: _subscriber = subscriber; 13: _messageThread = new Thread(MessageLoop); 14: _messageThread.Start(); 15: } 16:  17: // user will override this to process their messages 18: protected abstract void OnMessageReceived(Message msg); 19:  20: // handle the looping in the thread 21: private void MessageLoop() 22: { 23: while(!_isHalted) 24: { 25: // as long as processing, wait 1 second for message 26: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 27: if(msg != null) 28: { 29: OnMessageReceived(msg); 30: } 31: } 32: } 33: ... 34: } It seems so odd to write this kind of code now. Does it feel odd to you? Maybe it's just because I've gotten so used to delegation that I really don't like the feel of this. To me it is akin to saying that if I want to drive my car I need to derive a new instance of it just to put myself in the driver's seat. And yet, unquestionably, five years ago I would have probably written the code as you see above. To me, inheritance is a flawed approach for notifications due to several reasons: Inheritance is one of the HIGHEST forms of coupling. You can't seal the listener class because it depends on sub-classing to work. Because C# does not allow multiple-inheritance, I've spent my one inheritance implementing this class. Every time you need to listen to a bus, you have to derive a class which leads to lots of trivial sub-classes. The act of consuming a message should be a separate responsibility than the act of listening for a message (SRP). Inheritance is such a strong statement (this IS-A that) that it should only be used in building type hierarchies and not for overriding use-specific behaviors and notifications. Chances are, if a class needs to be inherited to be used, it most likely is not designed as well as it could be in today's modern programming languages. So lets look at the other tools available to us for getting notified instead. Here's a few other choices to consider. Have the listener expose a MessageReceived event. Have the listener accept a new IMessageHandler interface instance. Have the listener accept an Action<Message> delegate. Really, all of these are different forms of delegation. Now, .NET events are a bit heavier than the other types of delegates in terms of run-time execution, but they are a great way to allow others using your class to subscribe to your events: 1: // using event - ommiting argument null checks and halt logic 2: public sealed class MessageListener 3: { 4: private ISubscriber _subscriber; 5: private bool _isHalted = false; 6: private Thread _messageThread; 7:  8: // assign the subscriber and start the messaging loop 9: public MessageListener(ISubscriber subscriber) 10: { 11: _subscriber = subscriber; 12: _messageThread = new Thread(MessageLoop); 13: _messageThread.Start(); 14: } 15:  16: // user will override this to process their messages 17: public event Action<Message> MessageReceived; 18:  19: // handle the looping in the thread 20: private void MessageLoop() 21: { 22: while(!_isHalted) 23: { 24: // as long as processing, wait 1 second for message 25: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 26: if(msg != null && MessageReceived != null) 27: { 28: MessageReceived(msg); 29: } 30: } 31: } 32: } Note, now we can seal the class to avoid changes and the user just needs to provide a message handling method: 1: theListener.MessageReceived += CustomReceiveMethod; However, personally I don't think events hold up as well in this case because events are largely optional. To me, what is the point of a listener if you create one with no event listeners? So in my mind, use events when handling the notification is optional. So how about the delegation via interface? I personally like this method quite a bit. Basically what it does is similar to inheritance method mentioned first, but better because it makes it easy to split the part of the class that doesn't change (the base listener behavior) from the part that does change (the user-specified action after receiving a message). So assuming we had an interface like: 1: public interface IMessageHandler 2: { 3: void OnMessageReceived(Message receivedMessage); 4: } Our listener would look like this: 1: // using delegation via interface - omitting argument null checks and halt logic 2: public sealed class MessageListener 3: { 4: private ISubscriber _subscriber; 5: private IMessageHandler _handler; 6: private bool _isHalted = false; 7: private Thread _messageThread; 8:  9: // assign the subscriber and start the messaging loop 10: public MessageListener(ISubscriber subscriber, IMessageHandler handler) 11: { 12: _subscriber = subscriber; 13: _handler = handler; 14: _messageThread = new Thread(MessageLoop); 15: _messageThread.Start(); 16: } 17:  18: // handle the looping in the thread 19: private void MessageLoop() 20: { 21: while(!_isHalted) 22: { 23: // as long as processing, wait 1 second for message 24: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 25: if(msg != null) 26: { 27: _handler.OnMessageReceived(msg); 28: } 29: } 30: } 31: } And they would call it by creating a class that implements IMessageHandler and pass that instance into the constructor of the listener. I like that this alleviates the issues of inheritance and essentially forces you to provide a handler (as opposed to events) on construction. Well, this is good, but personally I think we could go one step further. While I like this better than events or inheritance, it still forces you to implement a specific method name. What if that name collides? Furthermore if you have lots of these you end up either with large classes inheriting multiple interfaces to implement one method, or lots of small classes. Also, if you had one class that wanted to manage messages from two different subscribers differently, it wouldn't be able to because the interface can't be overloaded. This brings me to using delegates directly. In general, every time I think about creating an interface for something, and if that interface contains only one method, I start thinking a delegate is a better approach. Now, that said delegates don't accomplish everything an interface can. Obviously having the interface allows you to refer to the classes that implement the interface which can be very handy. In this case, though, really all you want is a method to handle the messages. So let's look at a method delegate: 1: // using delegation via delegate - omitting argument null checks and halt logic 2: public sealed class MessageListener 3: { 4: private ISubscriber _subscriber; 5: private Action<Message> _handler; 6: private bool _isHalted = false; 7: private Thread _messageThread; 8:  9: // assign the subscriber and start the messaging loop 10: public MessageListener(ISubscriber subscriber, Action<Message> handler) 11: { 12: _subscriber = subscriber; 13: _handler = handler; 14: _messageThread = new Thread(MessageLoop); 15: _messageThread.Start(); 16: } 17:  18: // handle the looping in the thread 19: private void MessageLoop() 20: { 21: while(!_isHalted) 22: { 23: // as long as processing, wait 1 second for message 24: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 25: if(msg != null) 26: { 27: _handler(msg); 28: } 29: } 30: } 31: } Here the MessageListener now takes an Action<Message>.  For those of you unfamiliar with the pre-defined delegate types in .NET, that is a method with the signature: void SomeMethodName(Message). The great thing about delegates is it gives you a lot of power. You could create an anonymous delegate, a lambda, or specify any other method as long as it satisfies the Action<Message> signature. This way, you don't need to define an arbitrary helper class or name the method a specific thing. Incidentally, we could combine both the interface and delegate approach to allow maximum flexibility. Doing this, the user could either pass in a delegate, or specify a delegate interface: 1: // using delegation - give users choice of interface or delegate 2: public sealed class MessageListener 3: { 4: private ISubscriber _subscriber; 5: private Action<Message> _handler; 6: private bool _isHalted = false; 7: private Thread _messageThread; 8:  9: // assign the subscriber and start the messaging loop 10: public MessageListener(ISubscriber subscriber, Action<Message> handler) 11: { 12: _subscriber = subscriber; 13: _handler = handler; 14: _messageThread = new Thread(MessageLoop); 15: _messageThread.Start(); 16: } 17:  18: // passes the interface method as a delegate using method group 19: public MessageListener(ISubscriber subscriber, IMessageHandler handler) 20: : this(subscriber, handler.OnMessageReceived) 21: { 22: } 23:  24: // handle the looping in the thread 25: private void MessageLoop() 26: { 27: while(!_isHalted) 28: { 29: // as long as processing, wait 1 second for message 30: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 31: if(msg != null) 32: { 33: _handler(msg); 34: } 35: } 36: } 37: } } This is the method I tend to prefer because it allows the user of the class to choose which method works best for them. You may be curious about the actual performance of these different methods. 1: Enter iterations: 2: 1000000 3:  4: Inheritance took 4 ms. 5: Events took 7 ms. 6: Interface delegation took 4 ms. 7: Lambda delegate took 5 ms. Before you get too caught up in the numbers, however, keep in mind that this is performance over over 1,000,000 iterations. Since they are all < 10 ms which boils down to fractions of a micro-second per iteration so really any of them are a fine choice performance wise. As such, I think the choice of what to do really boils down to what you're trying to do. Here's my guidelines: Inheritance should be used only when defining a collection of related types with implementation specific behaviors, it should not be used as a hook for users to add their own functionality. Events should be used when subscription is optional or multi-cast is desired. Interface delegation should be used when you wish to refer to implementing classes by the interface type or if the type requires several methods to be implemented. Delegate method delegation should be used when you only need to provide one method and do not need to refer to implementers by the interface name.

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  • PLINQ Adventure Land - WaitForAll

    - by adweigert
    PLINQ is awesome for getting a lot of work done fast, but one thing I haven't figured out yet is how to start work with PLINQ but only let it execute for a maximum amount of time and react if it is taking too long. So, as I must admit I am still learning PLINQ, I created this extension in that ignorance. It behaves similar to ForAll<> but takes a timeout and returns false if the threads don't complete in the specified amount of time. Hope this helps someone else take PLINQ further, it definitely has helped for me ...  public static bool WaitForAll<T>(this ParallelQuery<T> query, TimeSpan timeout, Action<T> action) { Contract.Requires(query != null); Contract.Requires(action != null); var exception = (Exception)null; var cts = new CancellationTokenSource(); var forAllWithCancellation = new Action(delegate { try { query.WithCancellation(cts.Token).ForAll(action); } catch (OperationCanceledException) { // NOOP } catch (AggregateException ex) { exception = ex; } }); var mrs = new ManualResetEvent(false); var callback = new AsyncCallback(delegate { mrs.Set(); }); var result = forAllWithCancellation.BeginInvoke(callback, null); if (mrs.WaitOne(timeout)) { forAllWithCancellation.EndInvoke(result); if (exception != null) { throw exception; } return true; } else { cts.Cancel(); return false; } }

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  • Firefox on wine crashes on startup on Ubuntu

    - by Iam Zesh
    First, let's explain why I want Firefox under wine, and not the Firefox that is shipped out of the box with Ubuntu. I want to use Firefox under wine because I want to use the Widevine addon, which is "at this time not available for linux". Here is what I did so far to install and use Firefox on wine. On Ubuntu 12.04 LTS, I just installed wine like that: sudo apt-get update; sudo apt-get install wine Then I downloaded the windows installer for Firefox from the mozilla website. I ran the Firefox Setup 25.0.exe file with wine but at the end of the install process when launching Firefox, I got a window notifying me that the program at crashed. I ran Firefox from the command line with wine, to get an idea of what could have went wrong: wine /home/myUser/.wine/drive_c/Program\ Files/Mozilla\ Firefox/firefox.exe fixme:heap:HeapSetInformation (nil) 1 (nil) 0 fixme:process:SetProcessDEPPolicy (1): stub fixme:iphlpapi:NotifyAddrChange (Handle 0x368e8fc, overlapped 0x368e8e0): stub fixme:winsock:WSCGetProviderPath ({e70f1aa0-ab8b-11cf-8ca3-00805f48a192} 0x44fe6f8 0x44fe6b8 0x44fe6e4) Stub! fixme:advapi:RegisterTraceGuidsW (0x1b0e290, 0x39ead80, {509962e0-406b-46f4-99ba-5a009f8d2225}, 3, 0x3974d00, (null), (null), 0x39eadb0,): stub fixme:winsock:WSCGetProviderPath ({e70f1aa0-ab8b-11cf-8ca3-00805f48a192} 0x44fe6f8 0x44fe6b8 0x44fe6e4) Stub! fixme:winsock:WSCGetProviderPath ({11058240-be47-11cf-95c8-00805f48a192} 0x44fe6f8 0x44fe6b8 0x44fe6e4) Stub! fixme:winsock:WSCGetProviderPath ({11058241-be47-11cf-95c8-00805f48a192} 0x44fe6f8 0x44fe6b8 0x44fe6e4) Stub! fixme:winsock:WSCGetProviderPath ({11058241-be47-11cf-95c8-00805f48a192} 0x44fe6f8 0x44fe6b8 0x44fe6e4) Stub! fixme:ntdll:NtLockFile I/O completion on lock not implemented yet fixme:advapi:SetNamedSecurityInfoW L"C:\\users\\myUser\\Application Data\\Mozilla\\Firefox\\Profiles\\cn4oy6kh.default\\extensions.ini" 1 536870916 (nil) (nil) 0x13d40c (nil) fixme:imm:ImmReleaseContext (0x20022, 0x13e850): stub fixme:win:EnumDisplayDevicesW ((null),0,0x32ee18,0x00000000), stub! fixme:shell:ApplicationAssociationRegistration_QueryCurrentDefault (0x143b50)->(L"webcal", 1, 1, 0x32c7a0) fixme:shell:ApplicationAssociationRegistration_QueryCurrentDefault (0x143b50)->(L"ircs", 1, 1, 0x32c7a0) fixme:shell:ApplicationAssociationRegistration_QueryCurrentDefault (0x143b50)->(L"mailto", 1, 1, 0x32c7a0) fixme:shell:ApplicationAssociationRegistration_QueryCurrentDefault (0x143b50)->(L"irc", 1, 1, 0x32c7a0) fixme:alsa:AudioSessionControl_SetGroupingParam (0x153050)->({7b0a93ee-05e7-4576-9cc5-64fdf201f303}, (null)) - stub fixme:alsa:AudioSessionControl_SetGroupingParam (0x153050)->({00000000-0000-0000-0000-000000000000}, (null)) - stub fixme:alsa:AudioSessionControl_UnregisterAudioSessionNotification (0x153050)->(0x6311880) - stub wine: Call from 0x7b839cf2 to unimplemented function dwmapi.dll.DwmGetCompositionTimingInfo, aborting fixme:dbghelp:elf_search_auxv can't find symbol in module Unfortunately I don't know what to do from there on...

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  • How to remove HTML code from search result page content

    - by Jack Torris
    I have music website. There are 46 album pages and each page has different player and files. I just entered the one of album's URLs in a search engine. I found that Google is displaying player code in search result content. For example, enter this URL in Google and check the results. Each result displays a .mp3 file in content section. I see this: This page contains a demo of and documentation for the new jPlayer Playlist add-on, ... mp3:"http://www.jplayer.org/audio/mp3/Miaow-01-Tempered-song.mp3", ... I don't want Google to show the player code and mp3 files in search result. How can I hide audio files and player code from search engine? What would be the best solution for it?

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  • How to determine if you should use full or differential backup?

    - by Peter Larsson
    Or ask yourself, "How much of the database has changed since last backup?". Here is a simple script that will tell you how much (in percent) have changed in the database since last backup. -- Prepare staging table for all DBCC outputs DECLARE @Sample TABLE         (             Col1 VARCHAR(MAX) NOT NULL,             Col2 VARCHAR(MAX) NOT NULL,             Col3 VARCHAR(MAX) NOT NULL,             Col4 VARCHAR(MAX) NOT NULL,             Col5 VARCHAR(MAX)         )   -- Some intermediate variables for controlling loop DECLARE @FileNum BIGINT = 1,         @PageNum BIGINT = 6,         @SQL VARCHAR(100),         @Error INT,         @DatabaseName SYSNAME = 'Yoda'   -- Loop all files to the very end WHILE 1 = 1     BEGIN         BEGIN TRY             -- Build the SQL string to execute             SET     @SQL = 'DBCC PAGE(' + QUOTENAME(@DatabaseName) + ', ' + CAST(@FileNum AS VARCHAR(50)) + ', '                             + CAST(@PageNum AS VARCHAR(50)) + ', 3) WITH TABLERESULTS'               -- Insert the DBCC output in the staging table             INSERT  @Sample                     (                         Col1,                         Col2,                         Col3,                         Col4                     )             EXEC    (@SQL)               -- DCM pages exists at an interval             SET    @PageNum += 511232         END TRY           BEGIN CATCH             -- If error and first DCM page does not exist, all files are read             IF @PageNum = 6                 BREAK             ELSE                 -- If no more DCM, increase filenum and start over                 SELECT  @FileNum += 1,                         @PageNum = 6         END CATCH     END   -- Delete all records not related to diff information DELETE FROM    @Sample WHERE   Col1 NOT LIKE 'DIFF%'   -- Split the range UPDATE  @Sample SET     Col5 = PARSENAME(REPLACE(Col3, ' - ', '.'), 1),         Col3 = PARSENAME(REPLACE(Col3, ' - ', '.'), 2)   -- Remove last paranthesis UPDATE  @Sample SET     Col3 = RTRIM(REPLACE(Col3, ')', '')),         Col5 = RTRIM(REPLACE(Col5, ')', ''))   -- Remove initial information about filenum UPDATE  @Sample SET     Col3 = SUBSTRING(Col3, CHARINDEX(':', Col3) + 1, 8000),         Col5 = SUBSTRING(Col5, CHARINDEX(':', Col5) + 1, 8000)   -- Prepare data outtake ;WITH cteSource(Changed, [PageCount]) AS (     SELECT      Changed,                 SUM(COALESCE(ToPage, FromPage) - FromPage + 1) AS [PageCount]     FROM        (                     SELECT CAST(Col3 AS INT) AS FromPage,                             CAST(NULLIF(Col5, '') AS INT) AS ToPage,                             LTRIM(Col4) AS Changed                     FROM    @Sample                 ) AS d     GROUP BY    Changed     WITH ROLLUP ) -- Present the final result SELECT  COALESCE(Changed, 'TOTAL PAGES') AS Changed,         [PageCount],         100.E * [PageCount] / SUM(CASE WHEN Changed IS NULL THEN 0 ELSE [PageCount] END) OVER () AS Percentage FROM    cteSource

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  • Knockout with ASP.Net MVC2 - HTML Extension Helpers for input controls

    - by Renso
    Goal: Defining Knockout-style input controls can be tedious and also may be something that you may find obtrusive, mixing your HTML with data bind syntax as well as binding your aspx, ascx files to Knockout. The goal is to make specifying Knockout specific HTML tags easy, seamless really, as well as being able to remove references to Knockout easily. Environment considerations: ASP.Net MVC2 or later Knockoutjs.js How to:     public static class HtmlExtensions     {         public static string DataBoundCheckBox(this HtmlHelper helper, string name, bool isChecked, object htmlAttributes)         {             var builder = new TagBuilder("input");             var dic = new RouteValueDictionary(htmlAttributes) { { "data-bind", String.Format("checked: {0}", name) } };             builder.MergeAttributes(dic);             builder.MergeAttribute("type", @"checkbox");             builder.MergeAttribute("name", name);             builder.MergeAttribute("value", @"true");             if (isChecked)             {                 builder.MergeAttribute("checked", @"checked");             }             return builder.ToString(TagRenderMode.SelfClosing);         }         public static MvcHtmlString DataBoundSelectList(this HtmlHelper helper, string name, IEnumerable<SelectListItem> selectList, String optionLabel)         {             var attrProperties = new StringBuilder();             attrProperties.Append(String.Format("optionsText: '{0}'", name));             if (!String.IsNullOrEmpty(optionLabel)) attrProperties.Append(String.Format(", optionsCaption: '{0}'", optionLabel));             attrProperties.Append(String.Format(", value: {0}", name));             var dic = new RouteValueDictionary { { "data-bind", attrProperties.ToString() } };             return helper.DropDownList(name, selectList, optionLabel, dic);         }         public static MvcHtmlString DataBoundSelectList(this HtmlHelper helper, string name, IEnumerable<SelectListItem> selectList, String optionLabel, object htmlAttributes)         {             var attrProperties = new StringBuilder();             attrProperties.Append(String.Format("optionsText: '{0}'", name));             if (!String.IsNullOrEmpty(optionLabel)) attrProperties.Append(String.Format(", optionsCaption: '{0}'", optionLabel));             attrProperties.Append(String.Format(", value: {0}", name));             var dic = new RouteValueDictionary(htmlAttributes) {{"data-bind", attrProperties}};             return helper.DropDownList(name, selectList, optionLabel, dic);         }         public static String DataBoundSelectList(this HtmlHelper helper, String options, String optionsText, String value)         {             return String.Format("<select data-bind=\"options: {0},optionsText: '{1}',value: {2}\"></select>", options, optionsText, value);         }         public static MvcHtmlString DataBoundTextBox(this HtmlHelper helper, string name, object value, object htmlAttributes)         {             var dic = new RouteValueDictionary(htmlAttributes);             dic.Add("data-bind", String.Format("value: {0}", name));             return helper.TextBox(name, value, dic);         }         public static MvcHtmlString DataBoundTextBox(this HtmlHelper helper, string name, string observable, object value, object htmlAttributes)         {             var dic = new RouteValueDictionary(htmlAttributes);             dic.Add("data-bind", String.Format("value: {0}", observable));             return helper.TextBox(name, value, dic);         }         public static MvcHtmlString DataBoundTextArea(this HtmlHelper helper, string name, string value, int rows, int columns, object htmlAttributes)         {             var dic = new RouteValueDictionary(htmlAttributes);             dic.Add("data-bind", String.Format("value: {0}", name));             return helper.TextArea(name, value, rows, columns, dic);         }         public static MvcHtmlString DataBoundTextArea(this HtmlHelper helper, string name, string observable, string value, int rows, int columns, object htmlAttributes)         {             var dic = new RouteValueDictionary(htmlAttributes);             dic.Add("data-bind", String.Format("value: {0}", observable));             return helper.TextArea(name, value, rows, columns, dic);         }         public static string BuildUrlFromExpression<T>(this HtmlHelper helper, Expression<Action<T>> action)         {             var values = CreateRouteValuesFromExpression(action);             var virtualPath = helper.RouteCollection.GetVirtualPath(helper.ViewContext.RequestContext, values);             if (virtualPath != null)             {                 return virtualPath.VirtualPath;             }             return null;         }         public static string ActionLink<T>(this HtmlHelper helper, Expression<Action<T>> action, string linkText)         {             return helper.ActionLink(action, linkText, null);         }         public static string ActionLink<T>(this HtmlHelper helper, Expression<Action<T>> action, string linkText, object htmlAttributes)         {             var values = CreateRouteValuesFromExpression(action);             var controllerName = (string)values["controller"];             var actionName = (string)values["action"];             values.Remove("controller");             values.Remove("action");             return helper.ActionLink(linkText, actionName, controllerName, values, new RouteValueDictionary(htmlAttributes)).ToHtmlString();         }         public static MvcForm Form<T>(this HtmlHelper helper, Expression<Action<T>> action)         {             return helper.Form(action, FormMethod.Post);         }         public static MvcForm Form<T>(this HtmlHelper helper, Expression<Action<T>> action, FormMethod method)         {             var values = CreateRouteValuesFromExpression(action);             string controllerName = (string)values["controller"];             string actionName = (string)values["action"];             values.Remove("controller");             values.Remove("action");             return helper.BeginForm(actionName, controllerName, values, method);         }         public static MvcForm Form<T>(this HtmlHelper helper, Expression<Action<T>> action, FormMethod method, object htmlAttributes)         {             var values = CreateRouteValuesFromExpression(action);             string controllerName = (string)values["controller"];             string actionName = (string)values["action"];             values.Remove("controller");             values.Remove("action");             return helper.BeginForm(actionName, controllerName, values, method, new RouteValueDictionary(htmlAttributes));         }         public static string VertCheckBox(this HtmlHelper helper, string name, bool isChecked)         {             return helper.CustomCheckBox(name, isChecked, null);         }          public static string CustomCheckBox(this HtmlHelper helper, string name, bool isChecked, object htmlAttributes)         {             TagBuilder builder = new TagBuilder("input");             builder.MergeAttributes(new RouteValueDictionary(htmlAttributes));             builder.MergeAttribute("type", "checkbox");             builder.MergeAttribute("name", name);             builder.MergeAttribute("value", "true");             if (isChecked)             {                 builder.MergeAttribute("checked", "checked");             }             return builder.ToString(TagRenderMode.SelfClosing);         }         public static string Script(this HtmlHelper helper, string script, object scriptAttributes)         {             var pathForCRMScripts = ScriptsController.GetPathForCRMScripts();             if (ScriptOptimizerConfig.EnableMinimizedFileLoad)             {                 string newPathForCRM = pathForCRMScripts + "Min/";                 ScriptsController.ServerPathMapper = new ServerPathMapper();                 string fullPath = ScriptsController.ServerMapPath(newPathForCRM);                 if (!File.Exists(fullPath + script))                     return null;                 if (!Directory.Exists(fullPath))                     return null;                 pathForCRMScripts = newPathForCRM;             }             var builder = new TagBuilder("script");             builder.MergeAttributes(new RouteValueDictionary(scriptAttributes));             builder.MergeAttribute("type", @"text/javascript");             builder.MergeAttribute("src", String.Format("{0}{1}", pathForCRMScripts.Replace("~", String.Empty), script));             return builder.ToString(TagRenderMode.SelfClosing);         }         private static RouteValueDictionary CreateRouteValuesFromExpression<T>(Expression<Action<T>> action)         {             if (action == null)                 throw new InvalidOperationException("Action must be provided");             var body = action.Body as MethodCallExpression;             if (body == null)             {                 throw new InvalidOperationException("Expression must be a method call");             }             if (body.Object != action.Parameters[0])             {                 throw new InvalidOperationException("Method call must target lambda argument");             }             // This will build up a RouteValueDictionary containing the controller name, action name, and any             // parameters passed as part of the "action" parameter.             string name = body.Method.Name;             string controllerName = typeof(T).Name;             if (controllerName.EndsWith("Controller", StringComparison.OrdinalIgnoreCase))             {                 controllerName = controllerName.Remove(controllerName.Length - 10, 10);             }             var values = BuildParameterValuesFromExpression(body) ?? new RouteValueDictionary();             values.Add("controller", controllerName);             values.Add("action", name);             return values;         }         private static RouteValueDictionary BuildParameterValuesFromExpression(MethodCallExpression call)         {             // Build up a RouteValueDictionary containing parameter names as keys and parameter values             // as values based on the MethodCallExpression passed in.             var values = new RouteValueDictionary();             ParameterInfo[] parameters = call.Method.GetParameters();             // If the passed in method has no parameters, just return an empty dictionary.             if (parameters.Length == 0)             {                 return values;             }             for (int i = 0; i < parameters.Length; i++)             {                 object parameterValue;                 Expression expression = call.Arguments[i];                 // If the current parameter is a constant, just use its value as the parameter value.                 var constant = expression as ConstantExpression;                 if (constant != null)                 {                     parameterValue = constant.Value;                 }                 else                 {                     // Otherwise, compile and execute the expression and use that as the parameter value.                     var function = Expression.Lambda<Func<object>>(Expression.Convert(expression, typeof(object)),                                                                    new ParameterExpression[0]);                     try                     {                         parameterValue = function.Compile()();                     }                     catch                     {                         parameterValue = null;                     }                 }                 values.Add(parameters[i].Name, parameterValue);             }             return values;         }     }   Some observations: The first two DataBoundSelectList overloaded methods are specifically built to load the data right into the drop down box as part of the HTML response stream rather than let Knockout's engine populate the options client-side. The third overloaded method does it client-side via the viewmodel. The first two overloads can be done when you have no requirement to add complex JSON objects to your lists. Furthermore, why render and parse the JSON object when you can have it all built and rendered server-side like any other list control.

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  • One method with many behaviours or many methods

    - by Krowar
    This question is quite general and not related to a specific language, but more to coding best practices. Recently, I've been developing a feature for my app that is requested in many cases with slightly different behaviours. This function send emails , but to different receivers, or with different texts according to the parameters. The method signature is something like public static sendMail (t_message message = null , t_user receiver = null , stream attachedPiece = null) And then there are many condition inside the method, like if(attachedPiece != null) { } I've made the choice to do it this way (with a single method) because it prevents me to rewrite the (nearly) same method 10 times, but I'm not sure that it's a good practice. What should I have done? Write 10 sendMail method with different parameters? Are there obvious pros and cons for these different ways of programming? Thanks a lot.

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  • Magento e-Commerce cannot generate reports

    - by Jack Cham
    Good day, My magento cannot generate reports from the admin panel. I get the following error: This report depends on timezone configuration. Once timezone is changed, the lifetime statistics need to be refreshed. Last updated: Oct 21, 2010 3:04:33 PM. To refresh last day's statistics, click here." I follow the instruction and refresh the statistics, still same problem. I confirmed the timezone is right and didn't change before... Please help.

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  • Problem displaying tiles using tiled map loader with SFML

    - by user1905192
    I've been searching fruitlessly for what I did wrong for the past couple of days and I was wondering if anyone here could help me. My program loads my tile map, but then crashes with an assertion error. The program breaks at this line: spacing = atoi(tilesetElement-Attribute("spacing")); Here's my main game.cpp file. #include "stdafx.h" #include "Game.h" #include "Ball.h" #include "level.h" using namespace std; Game::Game() { gameState=NotStarted; ball.setPosition(500,500); level.LoadFromFile("meow.tmx"); } void Game::Start() { if (gameState==NotStarted) { window.create(sf::VideoMode(1024,768,320),"game"); view.reset(sf::FloatRect(0,0,1000,1000));//ball drawn at 500,500 level.SetDrawingBounds(sf::FloatRect(view.getCenter().x-view.getSize().x/2,view.getCenter().y-view.getSize().y/2,view.getSize().x, view.getSize().y)); window.setView(view); gameState=Playing; } while(gameState!=Exiting) { GameLoop(); } window.close(); } void Game::GameLoop() { sf::Event CurrentEvent; window.pollEvent(CurrentEvent); switch(gameState) { case Playing: { window.clear(sf::Color::White); window.setView(view); if (CurrentEvent.type==sf::Event::Closed) { gameState=Exiting; } if ( !ball.IsFalling() &&!ball.IsJumping() &&sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) { ball.setJState(); } ball.Update(view); level.Draw(window); ball.Draw(window); window.display(); break; } } } And here's the file where the error happens: /********************************************************************* Quinn Schwab 16/08/2010 SFML Tiled Map Loader The zlib license has been used to make this software fully compatible with SFML. See http://www.sfml-dev.org/license.php This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. *********************************************************************/ #include "level.h" #include <iostream> #include "tinyxml.h" #include <fstream> int Object::GetPropertyInt(std::string name) { int i; i = atoi(properties[name].c_str()); return i; } float Object::GetPropertyFloat(std::string name) { float f; f = strtod(properties[name].c_str(), NULL); return f; } std::string Object::GetPropertyString(std::string name) { return properties[name]; } Level::Level() { //ctor } Level::~Level() { //dtor } using namespace std; bool Level::LoadFromFile(std::string filename) { TiXmlDocument levelFile(filename.c_str()); if (!levelFile.LoadFile()) { std::cout << "Loading level \"" << filename << "\" failed." << std::endl; return false; } //Map element. This is the root element for the whole file. TiXmlElement *map; map = levelFile.FirstChildElement("map"); //Set up misc map properties. width = atoi(map->Attribute("width")); height = atoi(map->Attribute("height")); tileWidth = atoi(map->Attribute("tilewidth")); tileHeight = atoi(map->Attribute("tileheight")); //Tileset stuff TiXmlElement *tilesetElement; tilesetElement = map->FirstChildElement("tileset"); firstTileID = atoi(tilesetElement->Attribute("firstgid")); spacing = atoi(tilesetElement->Attribute("spacing")); margin = atoi(tilesetElement->Attribute("margin")); //Tileset image TiXmlElement *image; image = tilesetElement->FirstChildElement("image"); std::string imagepath = image->Attribute("source"); if (!tilesetImage.loadFromFile(imagepath))//Load the tileset image { std::cout << "Failed to load tile sheet." << std::endl; return false; } tilesetImage.createMaskFromColor(sf::Color(255, 0, 255)); tilesetTexture.loadFromImage(tilesetImage); tilesetTexture.setSmooth(false); //Columns and rows (of tileset image) int columns = tilesetTexture.getSize().x / tileWidth; int rows = tilesetTexture.getSize().y / tileHeight; std::vector <sf::Rect<int> > subRects;//container of subrects (to divide the tilesheet image up) //tiles/subrects are counted from 0, left to right, top to bottom for (int y = 0; y < rows; y++) { for (int x = 0; x < columns; x++) { sf::Rect <int> rect; rect.top = y * tileHeight; rect.height = y * tileHeight + tileHeight; rect.left = x * tileWidth; rect.width = x * tileWidth + tileWidth; subRects.push_back(rect); } } //Layers TiXmlElement *layerElement; layerElement = map->FirstChildElement("layer"); while (layerElement) { Layer layer; if (layerElement->Attribute("opacity") != NULL)//check if opacity attribute exists { float opacity = strtod(layerElement->Attribute("opacity"), NULL);//convert the (string) opacity element to float layer.opacity = 255 * opacity; } else { layer.opacity = 255;//if the attribute doesnt exist, default to full opacity } //Tiles TiXmlElement *layerDataElement; layerDataElement = layerElement->FirstChildElement("data"); if (layerDataElement == NULL) { std::cout << "Bad map. No layer information found." << std::endl; } TiXmlElement *tileElement; tileElement = layerDataElement->FirstChildElement("tile"); if (tileElement == NULL) { std::cout << "Bad map. No tile information found." << std::endl; return false; } int x = 0; int y = 0; while (tileElement) { int tileGID = atoi(tileElement->Attribute("gid")); int subRectToUse = tileGID - firstTileID;//Work out the subrect ID to 'chop up' the tilesheet image. if (subRectToUse >= 0)//we only need to (and only can) create a sprite/tile if there is one to display { sf::Sprite sprite;//sprite for the tile sprite.setTexture(tilesetTexture); sprite.setTextureRect(subRects[subRectToUse]); sprite.setPosition(x * tileWidth, y * tileHeight); sprite.setColor(sf::Color(255, 255, 255, layer.opacity));//Set opacity of the tile. //add tile to layer layer.tiles.push_back(sprite); } tileElement = tileElement->NextSiblingElement("tile"); //increment x, y x++; if (x >= width)//if x has "hit" the end (right) of the map, reset it to the start (left) { x = 0; y++; if (y >= height) { y = 0; } } } layers.push_back(layer); layerElement = layerElement->NextSiblingElement("layer"); } //Objects TiXmlElement *objectGroupElement; if (map->FirstChildElement("objectgroup") != NULL)//Check that there is atleast one object layer { objectGroupElement = map->FirstChildElement("objectgroup"); while (objectGroupElement)//loop through object layers { TiXmlElement *objectElement; objectElement = objectGroupElement->FirstChildElement("object"); while (objectElement)//loop through objects { std::string objectType; if (objectElement->Attribute("type") != NULL) { objectType = objectElement->Attribute("type"); } std::string objectName; if (objectElement->Attribute("name") != NULL) { objectName = objectElement->Attribute("name"); } int x = atoi(objectElement->Attribute("x")); int y = atoi(objectElement->Attribute("y")); int width = atoi(objectElement->Attribute("width")); int height = atoi(objectElement->Attribute("height")); Object object; object.name = objectName; object.type = objectType; sf::Rect <int> objectRect; objectRect.top = y; objectRect.left = x; objectRect.height = y + height; objectRect.width = x + width; if (objectType == "solid") { solidObjects.push_back(objectRect); } object.rect = objectRect; TiXmlElement *properties; properties = objectElement->FirstChildElement("properties"); if (properties != NULL) { TiXmlElement *prop; prop = properties->FirstChildElement("property"); if (prop != NULL) { while(prop) { std::string propertyName = prop->Attribute("name"); std::string propertyValue = prop->Attribute("value"); object.properties[propertyName] = propertyValue; prop = prop->NextSiblingElement("property"); } } } objects.push_back(object); objectElement = objectElement->NextSiblingElement("object"); } objectGroupElement = objectGroupElement->NextSiblingElement("objectgroup"); } } else { std::cout << "No object layers found..." << std::endl; } return true; } Object Level::GetObject(std::string name) { for (int i = 0; i < objects.size(); i++) { if (objects[i].name == name) { return objects[i]; } } } void Level::SetDrawingBounds(sf::Rect<float> bounds) { drawingBounds = bounds; cout<<tileHeight; //Adjust the rect so that tiles are drawn just off screen, so you don't see them disappearing. drawingBounds.top -= tileHeight; drawingBounds.left -= tileWidth; drawingBounds.width += tileWidth; drawingBounds.height += tileHeight; } void Level::Draw(sf::RenderWindow &window) { for (int layer = 0; layer < layers.size(); layer++) { for (int tile = 0; tile < layers[layer].tiles.size(); tile++) { if (drawingBounds.contains(layers[layer].tiles[tile].getPosition().x, layers[layer].tiles[tile].getPosition().y)) { window.draw(layers[layer].tiles[tile]); } } } } I really hope that one of you can help me and I'm sorry if I've made any formatting issues. Thanks!

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